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Changed Build and Launch to Build

Björn Ritzl 1 年間 前
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ac715ea4a6

+ 3 - 1
docs/en/manuals/extensions-build-variants.md

@@ -15,7 +15,9 @@ When you bundle a game, you need to choose what type of engine you wish to use.
 
 These different versions are also referred to as `Build variants`
 
-Note: When you choose `Build and run` you'll get the debug version.
+::: sidenote
+When you choose <kbd>Project ▸ Build</kbd> you'll get the debug version.
+:::
 
 ### Debug
 

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

@@ -181,7 +181,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 Note the macro `DM_DECLARE_EXTENSION` that is used to declare the various entry points into the extension code. The first argument `symbol` must match the name specified in *ext.manifest*. For this simple example, there is no need for any "update" or "on_event" entry points, so `0` is provided in those locations to the macro.
 
-Now it is just a matter of building the project (<kbd>Project ▸ Build and Launch</kbd>). This will upload the extension to the extension builder which will produce a custom engine with the new extension included. If the builder encounters any errors, a dialog with the build errors will show.
+Now it is just a matter of building the project (<kbd>Project ▸ Build</kbd>). This will upload the extension to the extension builder which will produce a custom engine with the new extension included. If the builder encounters any errors, a dialog with the build errors will show.
 
 To test the extension, create a game object and add a script component with some test code:
 

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

@@ -68,7 +68,7 @@ Make a note of the bundle identifier as you must use the same bundle identifier
 
    ![](images/ios/xcode_certificates.png)
 
-7. Build and launch the app on your device. The first time, Xcode will ask you to enable Developer mode and will prepare the device with debugger support. This may take a while.
+7. Build the app on your device. The first time, Xcode will ask you to enable Developer mode and will prepare the device with debugger support. This may take a while.
 8. When you have verified that the app works, find it on your disk. You can see the build location in the Build report in the "Report Navigator".
 
    ![](images/ios/app_location.png)

+ 2 - 2
docs/en/tutorials/car.md

@@ -52,9 +52,9 @@ Console
 
 ## Running the game
 
-The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build and Launch</kbd> to build the project and launch the game.
+The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build</kbd> to build the project and launch the game.
 
-![Build and launch](images/car/start_build_and_launch.png)
+![Build](images/car/start_build_and_launch.png)
 
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 

+ 5 - 5
docs/en/tutorials/runner.md

@@ -73,9 +73,9 @@ Console
 
 ## Running the game
 
-The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build and Launch</kbd> to build the project and launch the game.
+The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build</kbd> to build the project and launch the game.
 
-![Build and launch](images/runner/1/build_and_launch.png)
+![Build](images/runner/1/build_and_launch.png)
 
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 
@@ -143,7 +143,7 @@ Let's take the first baby steps and create an arena for our character, or rather
 
 8. Save the file, then add *ground.collection* to the *main.collection* file: first double click the *main.collection* file, then right-click the root object in the *Outline* view and select <kbd>Add Collection From File</kbd>. In the dialog, select *ground.collection* and click *OK*. Make sure you place *ground.collection* in position 0, 0, 0 or it will be offset visually. Save it.
 
-9. Start up the game (<kbd>Project ▸ Build and Launch</kbd> to see that everything is in place.
+9. Start up the game (<kbd>Project ▸ Build</kbd> to see that everything is in place.
 
   ![Still ground](images/runner/1/still_ground.png)
 
@@ -488,7 +488,7 @@ At this point we should add physics collision for the ground:
 
 ![Ground collision](images/runner/2/ground_collision.png)
 
-Now you should be able to try running the game (<kbd>Project ▸ Build and Launch</kbd>). The hero character should run on the ground and it should be possible to jump with the  kbd:[Space] button. If you run the game on a mobile device, you can jump by tapping on the screen.
+Now you should be able to try running the game (<kbd>Project ▸ Build</kbd>). The hero character should run on the ground and it should be possible to jump with the  kbd:[Space] button. If you run the game on a mobile device, you can jump by tapping on the screen.
 
 To make life in our game world a little less dull, we should add platforms to jump on.
 
@@ -588,7 +588,7 @@ end
 1- Predefined values for the Y position to spawn platforms on.
 2- The `update()` function is called once every frame and we use that to decide whether to spawn a regular or long platform at certain intervals (to avoid overlaps) and heights. It's easy to experiment with various spawning algorithms to create different gameplay.
 
-Now run the game (<kbd>Project ▸ Build and Launch</kbd>).
+Now run the game (<kbd>Project ▸ Build</kbd>).
 
 Wow, this is starting to turn into something (almost) playable...
 

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

@@ -148,7 +148,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 DM_DECLARE_EXTENSION 매크로는 익스텐션 코드에 다양한 진입점(entry points)을 선언하는데 사용됩니다. 이 간단한 예제에서는, "update"나 "on_event" 진입점이 필요하지 않으므로 대신 0 값을 매크로 인자값으로 보냅니다.
 
-이제 프로젝트를 빌드(**Project ▸ Build and Launch**)할 차례입니다. 이것은 익스텐션을 익스텐션 빌더에 업로드해서 새 익스텐션이 포함된 커스텀 엔진을 생성합니다. 만약 빌더에 에러가 발생하면 빌드 에러가 있는 대화창을 표시합니다.
+이제 프로젝트를 빌드(**Project ▸ Build**)할 차례입니다. 이것은 익스텐션을 익스텐션 빌더에 업로드해서 새 익스텐션이 포함된 커스텀 엔진을 생성합니다. 만약 빌더에 에러가 발생하면 빌드 에러가 있는 대화창을 표시합니다.
 
 익스텐션을 테스트하려면, 게임 오브젝트를 생성해서 아래와 같은 테스트 코드가 있는 스크립트 컴포넌트를 추가해야 합니다.
 

+ 1 - 1
docs/ru/manuals/extensions-build-variants.md

@@ -15,7 +15,7 @@ brief: Это руководство описывает различные ва
 
 Эти различные версии также называются `вариантами сборки`.
 
-Примечание: Когда вы выберете `Build and run`, вы получите отладочную версию.
+Примечание: Когда вы выберете <kbd>Project ▸ Build</kbd>, вы получите отладочную версию.
 
 ### Debug
 

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

@@ -179,7 +179,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 Обратите внимание на макрос `DM_DECLARE_EXTENSION`, который используется для объявления различных точек входа в код расширения. Первый аргумент `символ` должен соответствовать имени, указанному в *ext.manifest*. Для этого простого примера нет необходимости в точках входа "update" или "on_event", поэтому в этих местах макросу присваивается `0`.
 
-Теперь осталось только создать проект (<kbd>Project ▸ Build and Launch</kbd>). Это загрузит расширение в конструктор расширений, который запустит движок с включенным в него новым расширением. Если сборщик столкнется с какими-либо ошибками, появится диалог с ошибками сборки.
+Теперь осталось только создать проект (<kbd>Project ▸ Build</kbd>). Это загрузит расширение в конструктор расширений, который запустит движок с включенным в него новым расширением. Если сборщик столкнется с какими-либо ошибками, появится диалог с ошибками сборки.
 
 Чтобы протестировать расширение, создайте игровой объект и добавьте компонент скрипта с некоторым тестовым кодом:
 

+ 1 - 1
docs/zh/manuals/extensions-build-variants.md

@@ -15,7 +15,7 @@ brief: 本教程介绍了 Defold 能创建的各种 Build variants 以及它们
 
 不同类型即是 `Build variants`
 
-注意: 使用 `Build and run` 时使用的是 debug 版引擎.
+注意: 使用 <kbd>Project ▸ Build</kbd> 时使用的是 debug 版引擎.
 
 ### Debug
 

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

@@ -181,7 +181,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 注意 `DM_DECLARE_EXTENSION` 宏用来声明扩展程序执行入口. 第一个参数 `symbol` 要与 *ext.manifest* 上的扩展名一致. 本例中没有用到 "update" 或 "on_event" 执行入口, 所以用 `0` 填充了宏的相应参数.
 
-现在就差编译运行了 (<kbd>Project ▸ Build and Launch</kbd>). 带原生扩展的项目会被上传到云编译服务器编译. 如果编译出错, 将会弹出一个包含错误信息的窗口.
+现在就差编译运行了 (<kbd>Project ▸ Build</kbd>). 带原生扩展的项目会被上传到云编译服务器编译. 如果编译出错, 将会弹出一个包含错误信息的窗口.
 
 测试扩展运行, 新建一个游戏对象和一个脚本组件, 再写一些测试代码: