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Merge branch 'master' of https://github.com/defold/doc

Björn Ritzl 2 ani în urmă
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e1f112e83d

+ 2 - 3
docs/en/manuals/camera.md

@@ -150,7 +150,6 @@ A camera has a number of different properties that can be manipulated using `go.
 
 ## Third-party camera solutions
 
-There are a few library camera solutions that implements common camera features such as game object follow, screen shake, screen to world coordinate conversion and so on. They are available from the Defold community assets portal:
+There is a library camera solution that implements common camera features such as game object follow, screen shake, screen to world coordinate conversion and so on. It is available from the Defold community assets portal:
 
-- [Rendercam](https://defold.com/assets/rendercam/) (2D & 3D) by Ross Grams.
-- [Ortographic camera](https://defold.com/assets/orthographic/) (2D only) by Björn Ritzl.
+- [Orthographic camera](https://defold.com/assets/orthographic/) (2D only) by Björn Ritzl.

+ 1 - 1
docs/en/manuals/property-animation.md

@@ -25,7 +25,7 @@ To stop all animations of a given property, call `go.cancel_animations()`, or fo
 
 ```lua
 -- Stop euler z rotation animation on the current game object
-go.cancel_animation(".", "euler.z")
+go.cancel_animations(".", "euler.z")
 ```
 
 If you cancel the animation of a composite property, like `position`, any animations of the sub-components (`position.x`, `position.y` and `position.z`) will be cancelled as well.

+ 1 - 1
docs/gr/manuals/animation.md

@@ -175,7 +175,7 @@ go.animate(".", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, go.EASING_OUTBOUNC
 
 ```lua
 -- Stop euler z rotation animation on the current game object
-go.cancel_animation(".", "euler.z")
+go.cancel_animations(".", "euler.z")
 ```
 
 Εάν ακυρώσετε την κινούμενη εικόνα μιας σύνθετης ιδιότητας, όπως `position`, θα ακυρωθούν επίσης κινούμενες εικόνες των υπο-στοιχείων (`position.x`, `position.y` και `position.z`).

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

@@ -146,7 +146,7 @@ go.animate(".", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, go.EASING_OUTBOUNC
 
 ```lua
 -- 현재 게임오브젝트에서 오일러(euler) z축의 회전 애니메이션을 중지함
-go.cancel_animation(".", "euler.z")
+go.cancel_animations(".", "euler.z")
 ```
 
 만약 "position"과 같이 복합적인(composite) 속성의 애니메이션을 취소하면, 하위 요소들("position.x", "position.y", "position.z")의 애니메이션도 함께 취소됩니다.

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

@@ -290,7 +290,7 @@ Aby zatrzymać wszystkie animacje danej właściwości, wywołaj `go.cancel_anim
 
 ```lua
 -- Stop euler z rotation animation on the current game object
-go.cancel_animation(".", "euler.z")
+go.cancel_animations(".", "euler.z")
 ```
 
 Jeśli zatrzymasz animacje właściwości, która jest właściwością "kompozytową" (składającą się z kilku osobnych wartości, jak np. `vector3 position`), osobne animacje każdego z elementów składowych danej właściwości (`position.x`, `position.y` i `position.z`) zostaną zatrzymane.

+ 1 - 1
docs/ru/manuals/property-animation.md

@@ -25,7 +25,7 @@ go.animate(".", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, go.EASING_OUTBOUNC
 
 ```lua
 -- Остановить анимацию эйлерова вращения по Z для текущего игрового объекта 
-go.cancel_animation(".", "euler.z")
+go.cancel_animations(".", "euler.z")
 ```
 
 При отмене анимации составного свойства, такого как например `position`, вся анимация его составляющих компонент (`position.x`, `position.y` и `position.z`) будет также отменена.

+ 1 - 2
docs/zh/manuals/camera.md

@@ -149,7 +149,6 @@ end
 
 ## 第三方摄像机解决方案
 
-有一第三方库实现了诸如游戏对象跟随, 屏幕抖动, 屏幕与世界坐标转换等摄像机功能. 可以在 Defold 社区资源库找到:
+有一第三方库实现了诸如游戏对象跟随, 屏幕抖动, 屏幕与世界坐标转换等摄像机功能. 可以在 Defold 社区资源库找到:
 
-- [Rendercam](https://defold.com/assets/rendercam/) (2D 和 3D) 由 Ross Grams 开发.
 - [Ortographic camera](https://defold.com/assets/orthographic/) (仅 2D) 由 Björn Ritzl 开发.

+ 8 - 2
docs/zh/manuals/input-gamepads.md

@@ -105,8 +105,6 @@ end
 ```
 
 ## 手柄配置文件
-在 Windows 上, 只支持 XBox 360 兼容手柄. 安装方法请见 http://www.wikihow.com/Use-Your-Xbox-360-Controller-for-Windows
-
 每种手柄分别对应一份映射文件, 可以在 *gamepads* 配置文件中设置. Defold 自带一个通用的手柄映射配置文件:
 
 ![Gamepad settings](images/input/gamepads.png){srcset="images/input/[email protected] 2x"}
@@ -148,6 +146,14 @@ end
 <iframe allow="gamepad"></iframe>
 ```
 
+
+### 标准手柄
+(自 Defold 1.4.1 版本起)
+
+如果连着的手柄被浏览器视为标准手柄, 则它会使用 [手柄配置文件](/manuals/input-gamepads/#gamepads-settings-file) (在 `/builtins` 目录下有一个标准手柄映射配置文件 `default.gamepads`) 里的 "Standard Gamepad" 映射. 所谓标准手柄是指包含个 16 按钮和 2 个摇杆的手柄, 布局类似 PlayStation 或者 Xbox 手柄 (更多详情请参考 [W3C 定义及按钮布局](https://w3c.github.io/gamepad/#dfn-standard-gamepad)). 如果连接着的手柄未被视为标准手柄 Defold 会根据硬件类型在手柄配置文件里寻找匹配的映射.
+
+## Windows 上的手柄
+在 Windows 上, 只支持 XBox 360 兼容手柄. To hook up your 360 controller to your Windows machine, [make sure it is setup correctly](http://www.wikihow.com/Use-Your-Xbox-360-Controller-for-Windows).
 ## 安卓手柄
 (更新于 Defold 1.2.183)
 

+ 1 - 1
docs/zh/manuals/property-animation.md

@@ -25,7 +25,7 @@ go.animate(".", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, go.EASING_OUTBOUNC
 
 ```lua
 -- 停止当前游戏对象欧拉 z 轴旋转动画
-go.cancel_animation(".", "euler.z")
+go.cancel_animations(".", "euler.z")
 ```
 
 如果取消组合属性的动画, 例如 `position`, 其所有子属性 (`position.x`, `position.y` 和 `position.z`) 动画也会一同取消.

+ 15 - 0
docs/zh/shared/linux-faq.md

@@ -114,3 +114,18 @@ dmengine: error while loading shared libraries: libopenal.so.1: cannot open shar
 ```bash
 $ apt-get install libopenal-dev
 ```
+
+####  Q: 还没等我选择什么选项菜单栏就关闭了?
+
+A: 这很可能是窗口管理器 (比如 Qtile 或 i3) 造成的. 这是一个 [JavaFX 已知问题](https://bugs.openjdk.org/browse/JDK-8251240?focusedCommentId=14362084&page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#comment-14362084) 解决方法其一, 设置 `GDK_DISPLAY` 环境变量为 1:¨
+
+```bash
+$ GDK_DISPLAY=1 ./Defold
+D=2
+```
+
+解决方法其二, 修改 `Defold/config` 文件在 `vmargs` 行添加 `-Djdk.gtk.version=2`:
+
+```
+vmargs = -Djdk.gtk.version=2,-Dfile.encoding=UTF-8,...
+```