-
Notifications
You must be signed in to change notification settings - Fork 2
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
116 changed files
with
817 additions
and
26 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
2 changes: 2 additions & 0 deletions
2
language/zh/www/GameMaker_Language/GML_Reference/Data_Structures/DS_Grids/DS_Grids.json
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
5 changes: 4 additions & 1 deletion
5
...age/zh/www/GameMaker_Language/GML_Reference/Data_Structures/DS_Grids/ds_grid_destroy.json
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,6 +1,9 @@ | ||
{ | ||
"The above code will check the value of the built in global variable \"lives\" and if it is 0, it destroys the DS grid indexed in the variable \"Wall_Grid\" and then changes rooms.":"上述代码将检查内置全局变量\"life\"的值,如果该值为0,则会销毁变量\"Wall_Grid\"中索引的DS网格,然后更改房间。", | ||
"The above code will check the value of the built in global variable {}{}lives{}{} and if it is 0, it destroys the DS grid referenced in the variable {}Wall_Grid{} and then changes rooms.":"上面的代码将检查内置全局变量 {}{}lives{}{} 的值,如果为 0,则会销毁变量 {}Wall_Grid{} 中引用的 DS 网格,然后更改房间。", | ||
"This function will remove the given grid data structure from memory, freeing up the resources it was using and removing all values that it contained. This function should always be used when you are finished using the DS grid to prevent memory leaks that can slow down and crash your game.":"此函数将从内存中删除给定的网格数据结构,释放其正在使用的资源并删除其包含的所有值。当您使用完 DS grid 后,应始终使用此功能,以防止内存泄漏导致游戏速度减慢和崩溃。", | ||
"This function will remove the given grid data-structure from memory, freeing up the resources it was using and removing all values that it contained. This function should always be used when you are finished using the DS grid to prevent memory leaks that can slow down and crash your game.":"此函数将从内存中删除给定的网格数据结构,从而释放它使用的资源并删除它包含的所有值。完成使用DS网格时,应始终使用此函数,以防止内存泄漏,从而降低速度并导致游戏崩溃。", | ||
"This index of the grid to destroy.":"要销毁的网格的索引。", | ||
"{}IMPORTANT!{} When you create a data structure, the index value to identify it is an integer value starting at 0. This means that data structures of different types can have the {}same{} index value, so if in doubt you should be using the {}{}{}ds_exists(){}{}{} function before accessing them. Also note that indices are re-used, so a destroyed data structure index value may be used by a newly created one afterwards so we recommend always setting the variable that held the DS index to -1 after destroying.":"{}重要!{}创建数据结构时,用于标识它的索引值是一个从0开始的整数值。这意味着不同类型的数据结构可以具有{}相同的{}索引值,因此如果有疑问,您应该在访问之前使用{}{}{}ds_exists(){}{}{}函数。另请注意,索引将被重复使用,因此新创建的索引之后可能会使用已销毁的数据结构索引值,因此我们建议在销毁之后始终将保留D索引的变量设置为-1。" | ||
"{}IMPORTANT!{} When you create a data structure, the index value to identify it is an integer value starting at 0. This means that data structures of different types can have the {}same{} index value, so if in doubt you should be using the {}{}{}ds_exists(){}{}{} function before accessing them. Also note that indices are re-used, so a destroyed data structure index value may be used by a newly created one afterwards so we recommend always setting the variable that held the DS index to -1 after destroying.":"{}重要!{}创建数据结构时,用于标识它的索引值是一个从0开始的整数值。这意味着不同类型的数据结构可以具有{}相同的{}索引值,因此如果有疑问,您应该在访问之前使用{}{}{}ds_exists(){}{}{}函数。另请注意,索引将被重复使用,因此新创建的索引之后可能会使用已销毁的数据结构索引值,因此我们建议在销毁之后始终将保留D索引的变量设置为-1。", | ||
"{}{}NOTE{}{} You should always set the variable that held the data structure reference to -1 after calling this function, since the reference will no longer be valid.":"{}{} 注意{}{} 调用此函数后,您应始终将保存数据结构引用的变量设置为 -1,因为该引用将不再有效。" | ||
} |
6 changes: 6 additions & 0 deletions
6
language/zh/www/GameMaker_Language/GML_Reference/Data_Structures/DS_Lists/DS_Lists.json
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.