Merged current Anuke master into branch

This commit is contained in:
Timmeey86
2018-11-26 23:25:24 +01:00
159 changed files with 2844 additions and 3027 deletions

1
.gitignore vendored
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@@ -27,6 +27,7 @@ logs/
/core/assets/locales /core/assets/locales
/ios/src/io/anuke/mindustry/gen/ /ios/src/io/anuke/mindustry/gen/
/core/src/io/anuke/mindustry/gen/ /core/src/io/anuke/mindustry/gen/
ios/robovm.properties
*.gif *.gif
version.properties version.properties

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@@ -3,8 +3,8 @@ jdk:
- openjdk8 - openjdk8
script: script:
- "./gradlew test" - "./gradlew test"
- "./gradlew desktop:dist" - "./gradlew desktop:dist -Pbuildversion=${TRAVIS_TAG:1}"
- "./gradlew server:dist" - "./gradlew server:dist -Pbuildversion=${TRAVIS_TAG:1}"
deploy: deploy:
provider: releases provider: releases

View File

@@ -20,7 +20,7 @@
<activity <activity
android:name="io.anuke.mindustry.AndroidLauncher" android:name="io.anuke.mindustry.AndroidLauncher"
android:label="@string/app_name" android:label="@string/app_name"
android:screenOrientation="user" android:screenOrientation="sensor"
android:configChanges="keyboard|keyboardHidden|orientation|screenSize|screenLayout"> android:configChanges="keyboard|keyboardHidden|orientation|screenSize|screenLayout">
<intent-filter> <intent-filter>

View File

@@ -93,7 +93,7 @@ android {
applicationId "io.anuke.mindustry" applicationId "io.anuke.mindustry"
minSdkVersion 14 minSdkVersion 14
targetSdkVersion 27 targetSdkVersion 28
versionCode code versionCode code
versionName versionNameResult versionName versionNameResult
} }

View File

@@ -68,7 +68,6 @@ public class DonationsActivity extends FragmentActivity{
Fragment fragment = fragmentManager.findFragmentByTag("donationsFragment"); Fragment fragment = fragmentManager.findFragmentByTag("donationsFragment");
if(fragment != null){ if(fragment != null){
fragment.onActivityResult(requestCode, resultCode, data); fragment.onActivityResult(requestCode, resultCode, data);
//TODO donation event, set settings?
} }
} }
} }

View File

@@ -19,13 +19,13 @@ allprojects {
version = 'release' version = 'release'
ext { ext {
versionNumber = '4.0' versionNumber = '4'
versionModifier = 'alpha' versionModifier = 'alpha'
versionType = 'official' versionType = 'official'
appName = 'Mindustry' appName = 'Mindustry'
gdxVersion = '1.9.9' gdxVersion = '1.9.9'
roboVMVersion = '2.3.0' roboVMVersion = '2.3.0'
uCoreVersion = 'c93c55179ec05b44926d59c5878534a3177d804f' uCoreVersion = 'f73e538757ac66ff62d7f25d93011142b6abb8df'
getVersionString = { getVersionString = {
String buildVersion = getBuildVersion() String buildVersion = getBuildVersion()
@@ -110,17 +110,35 @@ project(":ios") {
include "**/*.java" include "**/*.java"
} }
into "ios/src/io/anuke/mindustry/gen" into "core/src/io/anuke/mindustry/gen"
} }
doFirst{ doFirst{
delete{ delete{
delete "ios/src/io/anuke/mindustry/gen/" delete "core/src/io/anuke/mindustry/gen/"
} }
} }
} }
//build.dependsOn(copyGen) task incrementConfig{
def vfile = file('robovm.properties')
def props = new Properties()
if(vfile.exists()){
props.load(new FileInputStream(vfile))
}
props['app.id'] = 'io.anuke.mindustry'
props['app.version'] = '4.0'
props['app.mainclass'] = 'io.anuke.mindustry.IOSLauncher'
props['app.executable'] = 'IOSLauncher'
props['app.name'] = 'Mindustry'
props['app.build'] = (!props.hasProperty("app.build") ? 40 : props['app.build'].toInteger() + 1)+""
props.store(vfile.newWriter(), null)
}
build.dependsOn(incrementConfig)
build.dependsOn(copyGen)
dependencies { dependencies {
compile project(":core") compile project(":core")

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@@ -1,6 +1,7 @@
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 = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
text.credits = Credits text.credits = Credits
text.discord = Join the mindustry discord\! text.contributors = Translators and Contributors
text.discord = Join the mindustry discord!
text.link.discord.description = The official Mindustry discord chatroom text.link.discord.description = The official Mindustry discord chatroom
text.link.github.description = Game source code text.link.github.description = Game source code
text.link.dev-builds.description = Unstable development builds text.link.dev-builds.description = Unstable development builds
@@ -8,27 +9,26 @@ text.link.trello.description = Official trello board for planned features
text.link.itch.io.description = itch.io page with PC downloads and web version text.link.itch.io.description = itch.io page with PC downloads and web version
text.link.google-play.description = Google Play store listing text.link.google-play.description = Google Play store listing
text.link.wiki.description = Official Mindustry wiki text.link.wiki.description = Official Mindustry wiki
text.linkfail = Failed to open link\!\nThe URL has been copied to your clipboard. text.linkfail = Failed to open link!\nThe URL has been copied to your clipboard.
text.editor.web = The web version does not support the editor\!\nDownload the game to use it. text.screenshot = Screenshot saved to {0}
text.web.unsupported = The web version does not support this feature\! Download the game to use it.
text.gameover = Game Over text.gameover = Game Over
text.gameover.pvp = The[accent] {0}[] team is victorious\! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = This sector has been lost. Re-deploy? text.sector.gameover = This sector has been lost. Re-deploy?
text.sector.retry = Retry text.sector.retry = Retry
text.highscore = [accent]New highscore\! text.highscore = [accent]New highscore!
text.wave.lasted = You lasted until wave [accent]{0}[]. text.wave.lasted = You lasted until wave [accent]{0}[].
text.level.highscore = High Score\: [accent]{0} text.level.highscore = High Score: [accent]{0}
text.level.delete.title = Confirm Delete text.level.delete.title = Confirm Delete
text.map.delete = Are you sure you want to delete the map "[accent]{0}[]"? text.map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
text.level.select = Level Select text.level.select = Level Select
text.level.mode = Gamemode\: text.level.mode = Gamemode:
text.construction.desktop = To deselect a block or stop building, [accent]use space[]. text.construction.desktop = To deselect a block or stop building, [accent]use space[].
text.construction.title = Block Construction Guide text.construction.title = Block Construction Guide
text.construction = You've just selected [accent]block construction mode[].\n\nTo begin placing, simply tap a valid location near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Shift the selection[] by holding and dragging any block in the selection.\n- [accent]Place blocks in a line[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel construction or selection[] by pressing the X at the bottom left. text.construction = You've just selected [accent]block construction mode[].\n\nTo begin placing, simply tap a valid location near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Shift the selection[] by holding and dragging any block in the selection.\n- [accent]Place blocks in a line[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel construction or selection[] by pressing the X at the bottom left.
text.deconstruction.title = Block Deconstruction Guide text.deconstruction.title = Block Deconstruction Guide
text.deconstruction = You've just selected [accent]block deconstruction mode[].\n\nTo begin breaking, simply tap a block near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin de-constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Remove blocks in an area[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel deconstruction or selection[] by pressing the X at the bottom left. text.deconstruction = You've just selected [accent]block deconstruction mode[].\n\nTo begin breaking, simply tap a block near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin de-constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Remove blocks in an area[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel deconstruction or selection[] by pressing the X at the bottom left.
text.showagain = Don't show again next session text.showagain = Don't show again next session
text.coreattack = < Core is under attack\! > text.coreattack = < Core is under attack! >
text.unlocks = Unlocks text.unlocks = Unlocks
text.savegame = Save Game text.savegame = Save Game
text.loadgame = Load Game text.loadgame = Load Game
@@ -36,19 +36,19 @@ text.joingame = Join Game
text.addplayers = Add/Remove Players text.addplayers = Add/Remove Players
text.customgame = Custom Game text.customgame = Custom Game
text.sectors = Sectors text.sectors = Sectors
text.sector = Sector\: [LIGHT_GRAY]{0} text.sector = Sector: [LIGHT_GRAY]{0}
text.sector.time = Time\: [LIGHT_GRAY]{0} text.sector.time = Time: [LIGHT_GRAY]{0}
text.sector.deploy = Deploy text.sector.deploy = Deploy
text.sector.abandon = Abandon text.sector.abandon = Abandon
text.sector.abandon.confirm = Are you sure you want to abandon all progress at this sector?\nThis cannot be undone\! text.sector.abandon.confirm = Are you sure you want to abandon all progress at this sector?\nThis cannot be undone!
text.sector.resume = Resume text.sector.resume = Resume
text.sector.locked = [scarlet][[Incomplete] text.sector.locked = [scarlet][[Incomplete]
text.sector.unexplored = [accent][[Unexplored] text.sector.unexplored = [accent][[Unexplored]
text.missions = Missions\:[LIGHT_GRAY] {0} text.missions = Missions:[LIGHT_GRAY] {0}
text.mission = Mission\:[LIGHT_GRAY] {0} text.mission = Mission:[LIGHT_GRAY] {0}
text.mission.main = Main Mission\:[LIGHT_GRAY] {0} text.mission.main = Main Mission:[LIGHT_GRAY] {0}
text.mission.info = Mission Info text.mission.info = Mission Info
text.mission.complete = Mission complete\! text.mission.complete = Mission complete!
text.mission.complete.body = Sector {0},{1} has been conquered. text.mission.complete.body = Sector {0},{1} has been conquered.
text.mission.wave = Survive[accent] {0}/{1} []waves\nWave in {2} text.mission.wave = Survive[accent] {0}/{1} []waves\nWave in {2}
text.mission.wave.enemies = Survive[accent] {0}/{1} []waves\n{2} Enemies text.mission.wave.enemies = Survive[accent] {0}/{1} []waves\n{2} Enemies
@@ -56,12 +56,12 @@ text.mission.wave.enemy = Survive[accent] {0}/{1} []waves\n{2} Enemy
text.mission.wave.menu = Survive[accent] {0}[] waves text.mission.wave.menu = Survive[accent] {0}[] waves
text.mission.battle = Destroy enemy core text.mission.battle = Destroy enemy core
text.mission.resource.menu = Obtain {0} x{1} text.mission.resource.menu = Obtain {0} x{1}
text.mission.resource = Obtain {0}\:\n[accent]{1}/{2}[] text.mission.resource = Obtain {0}:\n[accent]{1}/{2}[]
text.mission.block = Create {0} text.mission.block = Create {0}
text.mission.unit = Create {0} Unit text.mission.unit = Create {0} Unit
text.mission.command = Send Command {0} To Units text.mission.command = Send Command {0} To Units
text.mission.linknode = Link Power Node text.mission.linknode = Link Power Node
text.mission.display = [accent]Mission\:\n[LIGHT_GRAY]{0} text.mission.display = [accent]Mission:\n[LIGHT_GRAY]{0}
text.mission.mech = Switch to mech[accent] {0}[] text.mission.mech = Switch to mech[accent] {0}[]
text.mission.create = Create[accent] {0}[] text.mission.create = Create[accent] {0}[]
text.none = <none> text.none = <none>
@@ -70,29 +70,30 @@ text.quit = Quit
text.maps = Maps text.maps = Maps
text.continue = Continue text.continue = Continue
text.nextmission = Next Mission text.nextmission = Next Mission
text.maps.none = [LIGHT_GRAY]No maps found\! text.maps.none = [LIGHT_GRAY]No maps found!
text.about.button = About text.about.button = About
text.name = Name\: text.name = Name:
text.filename = File Name\: text.noname = Pick a[accent] player name[] first.
text.unlocked = New Block Unlocked\! text.filename = File Name:
text.unlocked.plural = New Blocks Unlocked\! text.unlocked = New Block Unlocked!
text.unlocked.plural = New Blocks Unlocked!
text.players = {0} players online text.players = {0} players online
text.players.single = {0} player online text.players.single = {0} player online
text.server.closing = [accent]Closing server... text.server.closing = [accent]Closing server...
text.server.kicked.kick = You have been kicked from the server\! text.server.kicked.kick = You have been kicked from the server!
text.server.kicked.serverClose = Server closed. text.server.kicked.serverClose = Server closed.
text.server.kicked.sectorComplete = Sector completed. text.server.kicked.sectorComplete = Sector completed.
text.server.kicked.sectorComplete.text = Your mission is complete.\nThe server will now continue at the next sector. text.server.kicked.sectorComplete.text = Your mission is complete.\nThe server will now continue at the next sector.
text.server.kicked.clientOutdated = Outdated client\! Update your game\! text.server.kicked.clientOutdated = Outdated client! Update your game!
text.server.kicked.serverOutdated = Outdated server\! Ask the host to update\! text.server.kicked.serverOutdated = Outdated server! Ask the host to update!
text.server.kicked.banned = You are banned on this server. text.server.kicked.banned = You are banned on this server.
text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again. text.server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
text.server.kicked.nameInUse = There is someone with that name\nalready on this server. text.server.kicked.nameInUse = There is someone with that name\nalready on this server.
text.server.kicked.nameEmpty = Your chosen name is invalid. text.server.kicked.nameEmpty = Your chosen name is invalid.
text.server.kicked.idInUse = You are already on this server\! Connecting with two accounts is not permitted. text.server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted.
text.server.kicked.customClient = This server does not support custom builds. Download an official version. text.server.kicked.customClient = This server does not support custom builds. Download an official version.
text.host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note\: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. text.host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note\: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP. text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
text.hostserver = Host Game text.hostserver = Host Game
text.hostserver.mobile = Host\nGame text.hostserver.mobile = Host\nGame
text.host = Host text.host = Host
@@ -100,31 +101,31 @@ text.hosting = [accent]Opening server...
text.hosts.refresh = Refresh text.hosts.refresh = Refresh
text.hosts.discovering = Discovering LAN games text.hosts.discovering = Discovering LAN games
text.server.refreshing = Refreshing server text.server.refreshing = Refreshing server
text.hosts.none = [lightgray]No local games found\! text.hosts.none = [lightgray]No local games found!
text.host.invalid = [scarlet]Can't connect to host. text.host.invalid = [scarlet]Can't connect to host.
text.trace = Trace Player text.trace = Trace Player
text.trace.playername = Player name\: [accent]{0} text.trace.playername = Player name: [accent]{0}
text.trace.ip = IP\: [accent]{0} text.trace.ip = IP: [accent]{0}
text.trace.id = Unique ID\: [accent]{0} text.trace.id = Unique ID: [accent]{0}
text.trace.android = Android Client\: [accent]{0} text.trace.android = Android Client: [accent]{0}
text.trace.modclient = Custom Client\: [accent]{0} text.trace.modclient = Custom Client: [accent]{0}
text.trace.totalblocksbroken = Total blocks broken\: [accent]{0} text.trace.totalblocksbroken = Total blocks broken: [accent]{0}
text.trace.structureblocksbroken = Structure blocks broken\: [accent]{0} text.trace.structureblocksbroken = Structure blocks broken: [accent]{0}
text.trace.lastblockbroken = Last block broken\: [accent]{0} text.trace.lastblockbroken = Last block broken: [accent]{0}
text.trace.totalblocksplaced = Total blocks placed\: [accent]{0} text.trace.totalblocksplaced = Total blocks placed: [accent]{0}
text.trace.lastblockplaced = Last block placed\: [accent]{0} text.trace.lastblockplaced = Last block placed: [accent]{0}
text.invalidid = Invalid client ID\! Submit a bug report. text.invalidid = Invalid client ID! Submit a bug report.
text.server.bans = Bans text.server.bans = Bans
text.server.bans.none = No banned players found\! text.server.bans.none = No banned players found!
text.server.admins = Admins text.server.admins = Admins
text.server.admins.none = No admins found\! text.server.admins.none = No admins found!
text.server.add = Add Server text.server.add = Add Server
text.server.delete = Are you sure you want to delete this server? text.server.delete = Are you sure you want to delete this server?
text.server.hostname = Host\: {0} text.server.hostname = Host: {0}
text.server.edit = Edit Server text.server.edit = Edit Server
text.server.outdated = [crimson]Outdated Server\![] text.server.outdated = [crimson]Outdated Server![]
text.server.outdated.client = [crimson]Outdated Client\![] text.server.outdated.client = [crimson]Outdated Client![]
text.server.version = [lightgray]Version\: {0} {1} text.server.version = [lightgray]Version: {0} {1}
text.server.custombuild = [yellow]Custom Build text.server.custombuild = [yellow]Custom Build
text.confirmban = Are you sure you want to ban this player? text.confirmban = Are you sure you want to ban this player?
text.confirmkick = Are you sure you want to kick this player? text.confirmkick = Are you sure you want to kick this player?
@@ -132,45 +133,45 @@ text.confirmunban = Are you sure you want to unban this player?
text.confirmadmin = Are you sure you want to make this player an admin? text.confirmadmin = Are you sure you want to make this player an admin?
text.confirmunadmin = Are you sure you want to remove admin status from this player? text.confirmunadmin = Are you sure you want to remove admin status from this player?
text.joingame.title = Join Game text.joingame.title = Join Game
text.joingame.ip = IP\: text.joingame.ip = IP:
text.disconnect = Disconnected. text.disconnect = Disconnected.
text.disconnect.data = Failed to load world data\! text.disconnect.data = Failed to load world data!
text.connecting = [accent]Connecting... text.connecting = [accent]Connecting...
text.connecting.data = [accent]Loading world data... text.connecting.data = [accent]Loading world data...
text.server.port = Port\: text.server.port = Port:
text.server.addressinuse = Address already in use\! text.server.addressinuse = Address already in use!
text.server.invalidport = Invalid port number\! text.server.invalidport = Invalid port number!
text.server.error = [crimson]Error hosting server\: [accent]{0} text.server.error = [crimson]Error hosting server: [accent]{0}
text.save.old = This save is for an older version of the game, and can no longer be used.\n\n[LIGHT_GRAY]Save backwards compatibility will be implemented in the full 4.0 release. text.save.old = This save is for an older version of the game, and can no longer be used.\n\n[LIGHT_GRAY]Save backwards compatibility will be implemented in the full 4.0 release.
text.save.new = New Save text.save.new = New Save
text.save.overwrite = Are you sure you want to overwrite\nthis save slot? text.save.overwrite = Are you sure you want to overwrite\nthis save slot?
text.overwrite = Overwrite text.overwrite = Overwrite
text.save.none = No saves found\! text.save.none = No saves found!
text.saveload = [accent]Saving... text.saveload = [accent]Saving...
text.savefail = Failed to save game\! text.savefail = Failed to save game!
text.save.delete.confirm = Are you sure you want to delete this save? text.save.delete.confirm = Are you sure you want to delete this save?
text.save.delete = Delete text.save.delete = Delete
text.save.export = Export Save text.save.export = Export Save
text.save.import.invalid = [accent]This save is invalid\! text.save.import.invalid = [accent]This save is invalid!
text.save.import.fail = [crimson]Failed to import save\: [accent]{0} text.save.import.fail = [crimson]Failed to import save: [accent]{0}
text.save.export.fail = [crimson]Failed to export save\: [accent]{0} text.save.export.fail = [crimson]Failed to export save: [accent]{0}
text.save.import = Import Save text.save.import = Import Save
text.save.newslot = Save name\: text.save.newslot = Save name:
text.save.rename = Rename text.save.rename = Rename
text.save.rename.text = New name\: text.save.rename.text = New name:
text.selectslot = Select a save. text.selectslot = Select a save.
text.slot = [accent]Slot {0} text.slot = [accent]Slot {0}
text.save.corrupted = [accent]Save file corrupted or invalid\!\nIf you have just updated your game, this is probably a change in the save format and [scarlet]not[] a bug. text.save.corrupted = [accent]Save file corrupted or invalid!\nIf you have just updated your game, this is probably a change in the save format and [scarlet]not[] a bug.
text.sector.corrupted = [accent]A save file for this sector was found, but loading failed.\nA new one has been created. text.sector.corrupted = [accent]A save file for this sector was found, but loading failed.\nA new one has been created.
text.empty = <empty> text.empty = <empty>
text.on = On text.on = On
text.off = Off text.off = Off
text.save.autosave = Autosave\: {0} text.save.autosave = Autosave: {0}
text.save.map = Map\: {0} text.save.map = Map: {0}
text.save.wave = Wave {0} text.save.wave = Wave {0}
text.save.difficulty = Difficulty\: {0} text.save.difficulty = Difficulty: {0}
text.save.date = Last Saved\: {0} text.save.date = Last Saved: {0}
text.save.playtime = Playtime\: {0} text.save.playtime = Playtime: {0}
text.confirm = Confirm text.confirm = Confirm
text.delete = Delete text.delete = Delete
text.ok = OK text.ok = OK
@@ -182,9 +183,9 @@ text.back = Back
text.quit.confirm = Are you sure you want to quit? text.quit.confirm = Are you sure you want to quit?
text.changelog.title = Changelog text.changelog.title = Changelog
text.changelog.loading = Getting changelog... text.changelog.loading = Getting changelog...
text.changelog.error.android = [accent]Note that the changelog sometimes does not work on Android 4.4 and below\!\nThis is due to an internal Android bug. text.changelog.error.android = [accent]Note that the changelog sometimes does not work on Android 4.4 and below!\nThis is due to an internal Android bug.
text.changelog.error.ios = [accent]The changelog is currently not supported in iOS. text.changelog.error.ios = [accent]The changelog is currently not supported in iOS.
text.changelog.error = [scarlet]Error getting changelog\!\nCheck your internet connection. text.changelog.error = [scarlet]Error getting changelog!\nCheck your internet connection.
text.changelog.current = [yellow][[Current version] text.changelog.current = [yellow][[Current version]
text.changelog.latest = [accent][[Latest version] text.changelog.latest = [accent][[Latest version]
text.loading = [accent]Loading... text.loading = [accent]Loading...
@@ -200,32 +201,32 @@ text.saveimage = Save Image
text.unknown = Unknown text.unknown = Unknown
text.custom = Custom text.custom = Custom
text.builtin = Built-In text.builtin = Built-In
text.map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone\! text.map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
text.map.random = [accent]Random Map text.map.random = [accent]Random Map
text.map.nospawn = This map does not have any cores for the player to spawn in\! Add a[ROYAL] blue[] core to this map in the editor. text.map.nospawn = This map does not have any cores for the player to spawn in! Add a[ROYAL] blue[] core to this map in the editor.
text.map.nospawn.pvp = This map does not have any enemy cores for player to spawn into\! Add[SCARLET] red[] cores to this map in the editor. text.map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[SCARLET] red[] cores to this map in the editor.
text.map.invalid = Error loading map\: corrupted or invalid map file. text.map.invalid = Error loading map: corrupted or invalid map file.
text.editor.brush = Brush text.editor.brush = Brush
text.editor.slope = \\ text.editor.slope = \\
text.editor.openin = Open In Editor text.editor.openin = Open In Editor
text.editor.oregen = Ore Generation text.editor.oregen = Ore Generation
text.editor.oregen.info = Ore Generation\: text.editor.oregen.info = Ore Generation:
text.editor.mapinfo = Map Info text.editor.mapinfo = Map Info
text.editor.author = Author\: text.editor.author = Author:
text.editor.description = Description\: text.editor.description = Description:
text.editor.name = Name\: text.editor.name = Name:
text.editor.teams = Teams text.editor.teams = Teams
text.editor.elevation = Elevation text.editor.elevation = Elevation
text.editor.errorimageload = Error loading file\:\n[accent]{0} text.editor.errorimageload = Error loading file:\n[accent]{0}
text.editor.errorimagesave = Error saving file\:\n[accent]{0} text.editor.errorimagesave = Error saving file:\n[accent]{0}
text.editor.generate = Generate text.editor.generate = Generate
text.editor.resize = Resize text.editor.resize = Resize
text.editor.loadmap = Load Map text.editor.loadmap = Load Map
text.editor.savemap = Save Map text.editor.savemap = Save Map
text.editor.saved = Saved\! text.editor.saved = Saved!
text.editor.save.noname = Your map does not have a name\! Set one in the 'map info' menu. text.editor.save.noname = Your map does not have a name! Set one in the 'map info' menu.
text.editor.save.overwrite = Your map overwrites a built-in map\! Pick a different name in the 'map info' menu. text.editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu.
text.editor.import.exists = [scarlet]Unable to import\:[] a built-in map named '{0}' already exists\! text.editor.import.exists = [scarlet]Unable to import:[] a built-in map named '{0}' already exists!
text.editor.import = Import... text.editor.import = Import...
text.editor.importmap = Import Map text.editor.importmap = Import Map
text.editor.importmap.description = Import an already existing map text.editor.importmap.description = Import an already existing map
@@ -240,21 +241,21 @@ text.editor.exportimage = Export Terrain Image
text.editor.exportimage.description = Export a map image file text.editor.exportimage.description = Export a map image file
text.editor.loadimage = Import Terrain text.editor.loadimage = Import Terrain
text.editor.saveimage = Export Terrain text.editor.saveimage = Export Terrain
text.editor.unsaved = [scarlet]You have unsaved changes\![]\nAre you sure you want to exit? text.editor.unsaved = [scarlet]You have unsaved changes![]\nAre you sure you want to exit?
text.editor.resizemap = Resize Map text.editor.resizemap = Resize Map
text.editor.mapname = Map Name\: text.editor.mapname = Map Name:
text.editor.overwrite = [accent]Warning\!\nThis overwrites an existing map. text.editor.overwrite = [accent]Warning!\nThis overwrites an existing map.
text.editor.overwrite.confirm = [scarlet]Warning\![] A map with this name already exists. Are you sure you want to overwrite it? text.editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it?
text.editor.selectmap = Select a map to load\: text.editor.selectmap = Select a map to load:
text.width = Width\: text.width = Width:
text.height = Height\: text.height = Height:
text.menu = Menu text.menu = Menu
text.play = Play text.play = Play
text.load = Load text.load = Load
text.save = Save text.save = Save
text.fps = FPS\: {0} text.fps = FPS: {0}
text.tps = TPS\: {0} text.tps = TPS: {0}
text.ping = Ping\: {0}ms text.ping = Ping: {0}ms
text.language.restart = Please restart your game for the language settings to take effect. text.language.restart = Please restart your game for the language settings to take effect.
text.settings = Settings text.settings = Settings
text.tutorial = Tutorial text.tutorial = Tutorial
@@ -262,7 +263,7 @@ text.editor = Editor
text.mapeditor = Map Editor text.mapeditor = Map Editor
text.donate = Donate text.donate = Donate
text.connectfail = [crimson]Failed to connect to server\:\n\n[accent]{0} text.connectfail = [crimson]Failed to connect to server:\n\n[accent]{0}
text.error.unreachable = Server unreachable.\nIs the address spelled correctly? text.error.unreachable = Server unreachable.\nIs the address spelled correctly?
text.error.invalidaddress = Invalid address. text.error.invalidaddress = Invalid address.
text.error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct! text.error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
@@ -279,8 +280,8 @@ text.settings.game = Game
text.settings.sound = Sound text.settings.sound = Sound
text.settings.graphics = Graphics text.settings.graphics = Graphics
text.settings.cleardata = Clear Game Data... text.settings.cleardata = Clear Game Data...
text.settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone\! text.settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
text.settings.clearall.confirm = [scarlet]WARNING\![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit. text.settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
text.settings.clearsectors = Clear Sectors text.settings.clearsectors = Clear Sectors
text.settings.clearunlocks = Clear Unlocks text.settings.clearunlocks = Clear Unlocks
text.settings.clearall = Clear All text.settings.clearall = Clear All
@@ -290,6 +291,7 @@ text.no = No
text.info.title = Info text.info.title = Info
text.error.title = [crimson]An error has occured text.error.title = [crimson]An error has occured
text.error.crashtitle = An error has occured text.error.crashtitle = An error has occured
text.blocks.unknown=[LIGHT_GRAY]???
text.blocks.blockinfo = Block Info text.blocks.blockinfo = Block Info
text.blocks.powercapacity = Power Capacity text.blocks.powercapacity = Power Capacity
text.blocks.powershot = Power/Shot text.blocks.powershot = Power/Shot
@@ -322,7 +324,8 @@ text.blocks.coolant = Coolant
text.blocks.coolantuse = Coolant Use text.blocks.coolantuse = Coolant Use
text.blocks.inputliquidfuel = Fuel Liquid text.blocks.inputliquidfuel = Fuel Liquid
text.blocks.liquidfueluse = Liquid Fuel Use text.blocks.liquidfueluse = Liquid Fuel Use
text.blocks.explosive = Highly explosive\! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Health text.blocks.health = Health
text.blocks.inaccuracy = Inaccuracy text.blocks.inaccuracy = Inaccuracy
text.blocks.shots = Shots text.blocks.shots = Shots
@@ -347,6 +350,7 @@ text.category.liquids = Liquids
text.category.items = Items text.category.items = Items
text.category.crafting = Crafting text.category.crafting = Crafting
text.category.shooting = Shooting text.category.shooting = Shooting
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = None setting.fpscap.none = None
@@ -356,14 +360,13 @@ setting.difficulty.easy = easy
setting.difficulty.normal = normal setting.difficulty.normal = normal
setting.difficulty.hard = hard setting.difficulty.hard = hard
setting.difficulty.insane = insane setting.difficulty.insane = insane
setting.difficulty.name = Difficulty\: setting.difficulty.name = Difficulty:
setting.screenshake.name = Screen Shake setting.screenshake.name = Screen Shake
setting.effects.name = Display Effects setting.effects.name = Display Effects
setting.sensitivity.name = Controller Sensitivity setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Autosave Interval setting.saveinterval.name = Autosave Interval
setting.seconds = {0} Seconds setting.seconds = {0} Seconds
setting.fullscreen.name = Fullscreen setting.fullscreen.name = Fullscreen
setting.multithread.name = Multithreading
setting.fps.name = Show FPS setting.fps.name = Show FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers setting.lasers.name = Show Power Lasers
@@ -382,6 +385,7 @@ command.retreat = Retreat
command.patrol = Patrol command.patrol = Patrol
keybind.press = Press a key... keybind.press = Press a key...
keybind.press.axis = Press an axis or key... keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Move x keybind.move_x.name = Move x
keybind.move_y.name = Move y keybind.move_y.name = Move y
keybind.select.name = Select/Shoot keybind.select.name = Select/Shoot
@@ -408,8 +412,6 @@ mode.waves.name = waves
mode.waves.description = the normal mode. limited resources and automatic incoming waves. mode.waves.description = the normal mode. limited resources and automatic incoming waves.
mode.sandbox.name = sandbox mode.sandbox.name = sandbox
mode.sandbox.description = infinite resources and no timer for waves. mode.sandbox.description = infinite resources and no timer for waves.
mode.custom.warning = [scarlet]UNLOCKS IN CUSTOM GAMES OR SERVERS ARE NOT SAVED.[]\n\nPlay in sectors to unlock things.
mode.custom.warning.read = Just to make sure you've read it\:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES\!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = freebuild mode.freebuild.name = freebuild
mode.freebuild.description = limited resources and no timer for waves. mode.freebuild.description = limited resources and no timer for waves.
mode.pvp.name = PvP mode.pvp.name = PvP
@@ -464,7 +466,7 @@ mech.delta-mech.description = A fast, lightly-armored mech made for hit-and-run
mech.tau-mech.name = Tau mech.tau-mech.name = Tau
mech.tau-mech.weapon = Restruct Laser mech.tau-mech.weapon = Restruct Laser
mech.tau-mech.ability = Repair Burst mech.tau-mech.ability = Repair Burst
mech.tau-mech.description = The support mech. Heals allied blocks by shooting at them. Can extinguish fires and heal allies in a radius with its repair ability. mech.tau-mech.description = The support mech. Heals allied blocks by shooting at them. Can heal allies in a radius with its repair ability.
mech.omega-mech.name = Omega mech.omega-mech.name = Omega
mech.omega-mech.weapon = Swarm Missiles mech.omega-mech.weapon = Swarm Missiles
mech.omega-mech.ability = Armored Configuration mech.omega-mech.ability = Armored Configuration
@@ -482,22 +484,22 @@ mech.trident-ship.weapon = Bomb Bay
mech.glaive-ship.name = Glaive mech.glaive-ship.name = Glaive
mech.glaive-ship.description = A large, well-armored gunship. Equipped with an incendiary repeater. Good acceleration and maximum speed. mech.glaive-ship.description = A large, well-armored gunship. Equipped with an incendiary repeater. Good acceleration and maximum speed.
mech.glaive-ship.weapon = Flame Repeater mech.glaive-ship.weapon = Flame Repeater
text.item.explosiveness = [LIGHT_GRAY]Explosiveness\: {0}% text.item.explosiveness = [LIGHT_GRAY]Explosiveness: {0}%
text.item.flammability = [LIGHT_GRAY]Flammability\: {0}% text.item.flammability = [LIGHT_GRAY]Flammability: {0}%
text.item.radioactivity = [LIGHT_GRAY]Radioactivity\: {0}% text.item.radioactivity = [LIGHT_GRAY]Radioactivity: {0}%
text.item.fluxiness = [LIGHT_GRAY]Flux Power\: {0}% text.item.fluxiness = [LIGHT_GRAY]Flux Power: {0}%
text.unit.health = [LIGHT_GRAY]Health\: {0} text.unit.health = [LIGHT_GRAY]Health: {0}
text.unit.speed = [LIGHT_GRAY]Speed\: {0} text.unit.speed = [LIGHT_GRAY]Speed: {0}
text.mech.weapon = [LIGHT_GRAY]Weapon\: {0} text.mech.weapon = [LIGHT_GRAY]Weapon: {0}
text.mech.armor = [LIGHT_GRAY]Armor\: {0} text.mech.armor = [LIGHT_GRAY]Armor: {0}
text.mech.itemcapacity = [LIGHT_GRAY]Item Capacity\: {0} text.mech.itemcapacity = [LIGHT_GRAY]Item Capacity: {0}
text.mech.minespeed = [LIGHT_GRAY]Mining Speed\: {0} text.mech.minespeed = [LIGHT_GRAY]Mining Speed: {0}
text.mech.minepower = [LIGHT_GRAY]Mining Power\: {0} text.mech.minepower = [LIGHT_GRAY]Mining Power: {0}
text.mech.ability = [LIGHT_GRAY]Ability\: {0} text.mech.ability = [LIGHT_GRAY]Ability: {0}
text.liquid.heatcapacity = [LIGHT_GRAY]Heat Capacity\: {0} text.liquid.heatcapacity = [LIGHT_GRAY]Heat Capacity: {0}
text.liquid.viscosity = [LIGHT_GRAY]Viscosity\: {0} text.liquid.viscosity = [LIGHT_GRAY]Viscosity: {0}
text.liquid.temperature = [LIGHT_GRAY]Temperature\: {0} text.liquid.temperature = [LIGHT_GRAY]Temperature: {0}
block.constructing = {0}\n[LIGHT_GRAY](Constructing) block.constructing = {0} [LIGHT_GRAY](Constructing)
block.spawn.name = Enemy Spawn block.spawn.name = Enemy Spawn
block.core.name = Core block.core.name = Core
block.metalfloor.name = Metal Floor block.metalfloor.name = Metal Floor

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = itch.io Seite mit Downloads und der Web-Version
text.link.google-play.description = Google Play Store Seite text.link.google-play.description = Google Play Store Seite
text.link.wiki.description = Offizelles Mindustry Wiki text.link.wiki.description = Offizelles Mindustry Wiki
text.linkfail = Fehler beim Öffnen des Links!\nDie URL wurde in die Zwischenablage kopiert. text.linkfail = Fehler beim Öffnen des Links!\nDie URL wurde in die Zwischenablage kopiert.
text.editor.web = Die Web-Version unterstützt den Editor nicht!\nLade das Spiel herunter um ihn zu benutzen.
text.web.unsupported = Die Web-Version unterstützt dieses Feature nicht! Lade das Spiel herunter um es zu benutzen.
text.gameover = Der Kern wurde zerstört. text.gameover = Der Kern wurde zerstört.
text.gameover.pvp = Das[accent] {0}[] Team ist siegreich! text.gameover.pvp = Das[accent] {0}[] Team ist siegreich!
text.sector.gameover = Du hast diesen Sektor verloren. Erneuter Einsatz? text.sector.gameover = Du hast diesen Sektor verloren. Erneuter Einsatz?
@@ -288,6 +286,7 @@ text.no = Nein
text.info.title = [accent]Info text.info.title = [accent]Info
text.error.title = [crimson] Ein Fehler ist aufgetreten text.error.title = [crimson] Ein Fehler ist aufgetreten
text.error.crashtitle = Ein Fehler ist aufgetreten! text.error.crashtitle = Ein Fehler ist aufgetreten!
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Blockinfo: text.blocks.blockinfo = Blockinfo:
text.blocks.powercapacity = Kapazität text.blocks.powercapacity = Kapazität
text.blocks.powershot = Stromverbrauch/Schuss text.blocks.powershot = Stromverbrauch/Schuss
@@ -320,7 +319,8 @@ text.blocks.coolant = Kühlmittel
text.blocks.coolantuse = Kühlmittelverbrauch text.blocks.coolantuse = Kühlmittelverbrauch
text.blocks.inputliquidfuel = Kraftstoff text.blocks.inputliquidfuel = Kraftstoff
text.blocks.liquidfueluse = Kraftstoffverbrauch text.blocks.liquidfueluse = Kraftstoffverbrauch
text.blocks.explosive = Hochexplosiv! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Lebenspunkte text.blocks.health = Lebenspunkte
text.blocks.inaccuracy = Ungenauigkeit text.blocks.inaccuracy = Ungenauigkeit
text.blocks.shots = Schüsse text.blocks.shots = Schüsse
@@ -345,6 +345,7 @@ text.category.liquids = Flüssigkeiten
text.category.items = Materialien text.category.items = Materialien
text.category.crafting = Erzeugung text.category.crafting = Erzeugung
text.category.shooting = Schießen text.category.shooting = Schießen
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Zielauswahl setting.autotarget.name = Auto-Zielauswahl
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = kein setting.fpscap.none = kein
@@ -361,7 +362,6 @@ setting.sensitivity.name = Controller-Empfindlichkeit
setting.saveinterval.name = Autosave Häufigkeit setting.saveinterval.name = Autosave Häufigkeit
setting.seconds = {0} Sekunden setting.seconds = {0} Sekunden
setting.fullscreen.name = Vollbild setting.fullscreen.name = Vollbild
setting.multithread.name = Multithreading
setting.fps.name = Zeige FPS setting.fps.name = Zeige FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Zeige Stromlaser setting.lasers.name = Zeige Stromlaser
@@ -406,8 +406,6 @@ mode.waves.name = Wellen
mode.waves.description = Der normale Modus. Begrenzte Ressourcen und automatische Wellen. mode.waves.description = Der normale Modus. Begrenzte Ressourcen und automatische Wellen.
mode.sandbox.name = Sandkasten mode.sandbox.name = Sandkasten
mode.sandbox.description = Unendliche Ressourcen und kein Timer für Wellen. mode.sandbox.description = Unendliche Ressourcen und kein Timer für Wellen.
mode.custom.warning = [scarlet]FREISCHALTUNGEN IN BENUTZERDEFINIERTEN SPIELEN ODER SERVERN WERDEN NICHT GESPEICHERT.[]\n\nSpiele in Sektoren, um Dinge freizuschalten.
mode.custom.warning.read = Nur um sicherzugehen, dass du es gelesen hast:\n[scarlet]FREISCHALTUNGEN IN BENUTZERDEFINIERTEN SPIELEN ODER SERVERN WERDEN NICHT GESPEICHERT.[]\n\nSpiele in Sektoren, um Dinge freizuschalten.(Ich wünschte, der Hinweis wäre nicht notwendig, aber anscheinend ist er das)[]
mode.freebuild.name = Freier Bau mode.freebuild.name = Freier Bau
mode.freebuild.description = Begrenzte Ressourcen und kein Timer für Wellen. mode.freebuild.description = Begrenzte Ressourcen und kein Timer für Wellen.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = itch.io es la página donde podes descargar las
text.link.google-play.description = Ficha en la Google Play Store text.link.google-play.description = Ficha en la Google Play Store
text.link.wiki.description = Wiki oficial de Mindustry text.link.wiki.description = Wiki oficial de Mindustry
text.linkfail = ¡Error al abrir el enlace!\nLa URL ha sido copiada a su portapapeles. text.linkfail = ¡Error al abrir el enlace!\nLa URL ha sido copiada a su portapapeles.
text.editor.web = ¡La versión web no es compatible con el editor!\nDescarga el juego para usarlo.
text.web.unsupported = ¡La versión web no soporta esta característica! Descarga el juego para poder usarla.
text.gameover = Tu núcleo ha sido destruido. text.gameover = Tu núcleo ha sido destruido.
text.gameover.pvp = ¡El equipo[accent] {0}[] ha ganado! text.gameover.pvp = ¡El equipo[accent] {0}[] ha ganado!
text.sector.gameover = Este sector ha sido perdido. ¿Re-desplegar? text.sector.gameover = Este sector ha sido perdido. ¿Re-desplegar?
@@ -288,6 +286,7 @@ text.no = No
text.info.title = [accent]Información text.info.title = [accent]Información
text.error.title = [crimson]Un error ha ocurrido. text.error.title = [crimson]Un error ha ocurrido.
text.error.crashtitle = Un error ha ocurrido. text.error.crashtitle = Un error ha ocurrido.
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Información del Bloque text.blocks.blockinfo = Información del Bloque
text.blocks.powercapacity = Capacidad de Energía text.blocks.powercapacity = Capacidad de Energía
text.blocks.powershot = Energía/Disparo text.blocks.powershot = Energía/Disparo
@@ -320,7 +319,8 @@ text.blocks.coolant = Refrigerante
text.blocks.coolantuse = Uso del Refrigerante text.blocks.coolantuse = Uso del Refrigerante
text.blocks.inputliquidfuel = Combustible Líquido text.blocks.inputliquidfuel = Combustible Líquido
text.blocks.liquidfueluse = Uso del Combustible Líquido text.blocks.liquidfueluse = Uso del Combustible Líquido
text.blocks.explosive = ¡Altamente Explosivo! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Vida text.blocks.health = Vida
text.blocks.inaccuracy = Imprecisión text.blocks.inaccuracy = Imprecisión
text.blocks.shots = Disparos text.blocks.shots = Disparos
@@ -345,6 +345,7 @@ text.category.liquids = Líquidos
text.category.items = Objetos text.category.items = Objetos
text.category.crafting = Fabricación text.category.crafting = Fabricación
text.category.shooting = Disparo text.category.shooting = Disparo
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto apuntado setting.autotarget.name = Auto apuntado
setting.fpscap.name = Máx FPS setting.fpscap.name = Máx FPS
setting.fpscap.none = Nada setting.fpscap.none = Nada
@@ -361,7 +362,6 @@ setting.sensitivity.name = Sensibilidad del Control
setting.saveinterval.name = Intervalo del Auto-guardado setting.saveinterval.name = Intervalo del Auto-guardado
setting.seconds = {0} Segundos setting.seconds = {0} Segundos
setting.fullscreen.name = Pantalla Completa setting.fullscreen.name = Pantalla Completa
setting.multithread.name = Multiproceso
setting.fps.name = Mostrar FPS setting.fps.name = Mostrar FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Mostrar Energía de los Láseres setting.lasers.name = Mostrar Energía de los Láseres
@@ -406,8 +406,6 @@ mode.waves.name = hordas
mode.waves.description = El modo normal. con recursos limitados y entrada de hordas automática. mode.waves.description = El modo normal. con recursos limitados y entrada de hordas automática.
mode.sandbox.name = sandbox mode.sandbox.name = sandbox
mode.sandbox.description = Recursos ilimitados y sin temporizador para las hordas. mode.sandbox.description = Recursos ilimitados y sin temporizador para las hordas.
mode.custom.warning = Ten en cuenta que los bloques no pueden usarse en partidas personalizadas hasta que se desbloqueen en sectores.\n\n[LIGHT_GRAY]Si no desbloqueaste ningún bloque, ningno aparecerá.
mode.custom.warning.read = Solo para asegurar que lo has leído:\n[scarlet]¡LOS DESBLOQUEOS EN PARTIDAS PERSONALIZADAS NO ESTÁN DISPONIBLES EN LOS SECTORES U OTROS MODOS DE JUEGO!\n\n[LIGHT_GRAY](Ojalá esto no fuera necesario, pero parece que lo es)
mode.freebuild.name = construcción libre mode.freebuild.name = construcción libre
mode.freebuild.description = recursos limitados y no hay temporizador para las hordas. mode.freebuild.description = recursos limitados y no hay temporizador para las hordas.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = page itch.io avec le lien du téléchargement po
text.link.google-play.description = listing par le store google play text.link.google-play.description = listing par le store google play
text.link.wiki.description = wiki officiel de mindustry . text.link.wiki.description = wiki officiel de mindustry .
text.linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié avec succès. text.linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié avec succès.
text.editor.web = La version web ne possède pas l'éditeur !\nTéléchargez le jeu pour l'avoir.
text.web.unsupported = La version web ne supporte pas cette fonction ! Téléchargez le jeu pour l'utiliser.
text.gameover = Partie terminée. text.gameover = Partie terminée.
text.gameover.pvp = L'équipe [accent] {0}[] a gagnée ! text.gameover.pvp = L'équipe [accent] {0}[] a gagnée !
text.sector.gameover = Ce secteur a été perdu. Réessayer? text.sector.gameover = Ce secteur a été perdu. Réessayer?
@@ -288,6 +286,7 @@ text.no = Non
text.info.title = Info text.info.title = Info
text.error.title = [crimson]Une erreur s'est produite text.error.title = [crimson]Une erreur s'est produite
text.error.crashtitle = Une erreur s'est produite text.error.crashtitle = Une erreur s'est produite
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Info sur le bloc text.blocks.blockinfo = Info sur le bloc
text.blocks.powercapacity = capacité d'énergie text.blocks.powercapacity = capacité d'énergie
text.blocks.powershot = Énergie/Tir text.blocks.powershot = Énergie/Tir
@@ -320,7 +319,8 @@ text.blocks.coolant = Liquide de refroidissement
text.blocks.coolantuse = Quantité de liquide de refroidissement utilisée text.blocks.coolantuse = Quantité de liquide de refroidissement utilisée
text.blocks.inputliquidfuel = Carburant liquide text.blocks.inputliquidfuel = Carburant liquide
text.blocks.liquidfueluse = Quantité de carburant liquide utilisé text.blocks.liquidfueluse = Quantité de carburant liquide utilisé
text.blocks.explosive = Hautement explosif! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Santé text.blocks.health = Santé
text.blocks.inaccuracy = Précision text.blocks.inaccuracy = Précision
text.blocks.shots = Tir text.blocks.shots = Tir
@@ -345,6 +345,7 @@ text.category.liquids = Liquides
text.category.items = Objets text.category.items = Objets
text.category.crafting = Fabrication text.category.crafting = Fabrication
text.category.shooting = Défense text.category.shooting = Défense
text.category.optional = Optional Enhancements
setting.autotarget.name = Visée automatique setting.autotarget.name = Visée automatique
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = None setting.fpscap.none = None
@@ -361,7 +362,6 @@ setting.sensitivity.name = Sensibilité de la manette
setting.saveinterval.name = Intervalle des sauvegardes auto setting.saveinterval.name = Intervalle des sauvegardes auto
setting.seconds = {0} secondes setting.seconds = {0} secondes
setting.fullscreen.name = Plein écran setting.fullscreen.name = Plein écran
setting.multithread.name = Multithreading [scarlet] (instable!)
setting.fps.name = Afficher FPS setting.fps.name = Afficher FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Afficher les rayons des lasers setting.lasers.name = Afficher les rayons des lasers
@@ -406,8 +406,6 @@ mode.waves.name = Vagues
mode.waves.description = le mode de jeu normal. Ressource limitée et vagues d'ennemis. mode.waves.description = le mode de jeu normal. Ressource limitée et vagues d'ennemis.
mode.sandbox.name = bac à sable mode.sandbox.name = bac à sable
mode.sandbox.description = Ressources infinies et pas de timer pour les vagues. mode.sandbox.description = Ressources infinies et pas de timer pour les vagues.
mode.custom.warning = Notez que les blocs débloqués en partie personnalisées ne sont pas conservés pour les secteurs.\n\n[LIGHT_GRAY]En mode bac à sable, seul les blocs débloqués en mode secteur peuvent être utilisés.
mode.custom.warning.read = Simplement pour vérifier que vous l'avez lu :\n[scarlet]CE QUI EST DEBLOQUE LORS DES PARITES PERSONNALISEES NE L'EST POUR LES SECTEURS OU LES AUTRES MODES DE JEU!\n\n[LIGHT_GRAY](J'aurais souhaité que ce ne soit pas nécessaire, mais ça a l'air de l'être )
mode.freebuild.name = construction libre mode.freebuild.name = construction libre
mode.freebuild.description = Ressource limitée et pas de timer pour les vagues. mode.freebuild.description = Ressource limitée et pas de timer pour les vagues.
mode.pvp.name = JcJ mode.pvp.name = JcJ

View File

@@ -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 = Créé par [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
text.credits = Crédits text.credits = Crédits
text.contributors = Traducteurs et contributeurs
text.discord = Rejoignez le discord de Mindustry ! text.discord = Rejoignez le discord de Mindustry !
text.link.discord.description = Le discord officiel de Mindustry text.link.discord.description = Le discord officiel de Mindustry
text.link.github.description = Code source du jeu text.link.github.description = Code source du jeu
@@ -9,8 +10,7 @@ text.link.itch.io.description = Page web itch.io avec les versions ordinateurs t
text.link.google-play.description = Page Google Play Store du jeu text.link.google-play.description = Page Google Play Store du jeu
text.link.wiki.description = Wiki officiel de Mindustry 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.linkfail = L'ouverture du lien a échoué!\nL'URL a été copiée dans votre presse-papier.
text.editor.web = La version web ne prend pas en charge l'éditeur !\nTéléchargez le jeu pour l'utiliser. text.screenshot = Capture d'écran enregistrée sur {0}
text.web.unsupported = La version web ne prend pas en charge cette fonctionnalité ! Téléchargez le jeu pour l'utiliser.
text.gameover = Le base a été détruit. text.gameover = Le base a été détruit.
text.gameover.pvp = L'équipe[accent] {0}[] a gagnée ! text.gameover.pvp = L'équipe[accent] {0}[] a gagnée !
text.sector.gameover = Ce secteur a été perdu. Réessayer ? text.sector.gameover = Ce secteur a été perdu. Réessayer ?
@@ -56,7 +56,7 @@ text.mission.wave.enemy = Survivez[accent] {0}/{1} []vagues\n{2} Ennemi
text.mission.wave.menu = Survivez[accent] {0} []vagues text.mission.wave.menu = Survivez[accent] {0} []vagues
text.mission.battle = Détruire la base ennemie. text.mission.battle = Détruire la base ennemie.
text.mission.resource.menu = Obtenez {0} x{1} text.mission.resource.menu = Obtenez {0} x{1}
text.mission.resource = Obtain {0}:\n[accent]{1}/{2}[] text.mission.resource = Obtenez {0}:\n[accent]{1}/{2}[]
text.mission.block = Créez {0} text.mission.block = Créez {0}
text.mission.unit = Créez {0} unité text.mission.unit = Créez {0} unité
text.mission.command = Envoyer une commande à {0} unités text.mission.command = Envoyer une commande à {0} unités
@@ -64,7 +64,7 @@ text.mission.linknode = Reliez le transmetteur énergétique
text.mission.display = [accent]Mission:\n[LIGHT_GRAY]{0} text.mission.display = [accent]Mission:\n[LIGHT_GRAY]{0}
text.mission.mech = Changer de mécha[accent] {0}[] text.mission.mech = Changer de mécha[accent] {0}[]
text.mission.create = Créez[accent] {0}[] text.mission.create = Créez[accent] {0}[]
text.none = <none> text.none = <Vide>
text.close = Fermer text.close = Fermer
text.quit = Quitter text.quit = Quitter
text.maps = Cartes text.maps = Cartes
@@ -73,6 +73,7 @@ text.nextmission = Prochaine Mission
text.maps.none = [LIGHT_GRAY]Aucune carte trouvée! text.maps.none = [LIGHT_GRAY]Aucune carte trouvée!
text.about.button = À propos text.about.button = À propos
text.name = Nom: text.name = Nom:
text.noname = Choisissez d'abord [accent]un pseudo[].
text.filename = Nom du fichier: text.filename = Nom du fichier:
text.unlocked = Nouveau bloc debloqué! text.unlocked = Nouveau bloc debloqué!
text.unlocked.plural = Nouveaux blocs débloqués! text.unlocked.plural = Nouveaux blocs débloqués!
@@ -152,8 +153,8 @@ text.save.delete.confirm = Êtes-vous sûr de supprimer cette sauvegarde ?
text.save.delete = Supprimer text.save.delete = Supprimer
text.save.export = Exporter une\nSauvegarde text.save.export = Exporter une\nSauvegarde
text.save.import.invalid = [accent]Cette sauvegarde est invalide! text.save.import.invalid = [accent]Cette sauvegarde est invalide!
text.save.import.fail = [crimson]L'importation de la sauvegarde\na échoué: [accent]{0} text.save.import.fail = [crimson]L'importation de la sauvegarde\na échouée: [accent]{0}
text.save.export.fail = [crimson]L'exportation de la sauvegarde\na échoué: [accent]{0} text.save.export.fail = [crimson]L'exportation de la sauvegarde\na échouée: [accent]{0}
text.save.import = Importer une sauvegarde text.save.import = Importer une sauvegarde
text.save.newslot = Nom de la sauvegarde: text.save.newslot = Nom de la sauvegarde:
text.save.rename = Renommer text.save.rename = Renommer
@@ -288,6 +289,7 @@ text.no = Non
text.info.title = Info text.info.title = Info
text.error.title = [crimson]Une erreur s'est produite text.error.title = [crimson]Une erreur s'est produite
text.error.crashtitle = Une erreur s'est produite text.error.crashtitle = Une erreur s'est produite
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Info sur le bloc text.blocks.blockinfo = Info sur le bloc
text.blocks.powercapacity = Capacité d'énergie text.blocks.powercapacity = Capacité d'énergie
text.blocks.powershot = Énergie/Tir text.blocks.powershot = Énergie/Tir
@@ -320,7 +322,8 @@ text.blocks.coolant = Liquide de refroidissement
text.blocks.coolantuse = Quantité de liquide de refroidissement utilisé text.blocks.coolantuse = Quantité de liquide de refroidissement utilisé
text.blocks.inputliquidfuel = Carburant liquide text.blocks.inputliquidfuel = Carburant liquide
text.blocks.liquidfueluse = Quantité de carburant liquide utilisé text.blocks.liquidfueluse = Quantité de carburant liquide utilisé
text.blocks.explosive = Hautement explosif ! text.blocks.boostitem = Objet boostant la production
text.blocks.boostliquid = Liquide boostant la production
text.blocks.health = Santé text.blocks.health = Santé
text.blocks.inaccuracy = Précision text.blocks.inaccuracy = Précision
text.blocks.shots = Tirs text.blocks.shots = Tirs
@@ -345,6 +348,7 @@ text.category.liquids = Liquides
text.category.items = Objets text.category.items = Objets
text.category.crafting = Fabrication text.category.crafting = Fabrication
text.category.shooting = Défense text.category.shooting = Défense
text.category.optional = Améliorations facultatives
setting.autotarget.name = Visée automatique setting.autotarget.name = Visée automatique
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = Vide setting.fpscap.none = Vide
@@ -361,7 +365,6 @@ setting.sensitivity.name = Contôle de la sensibilité
setting.saveinterval.name = Intervalle des sauvegardes auto setting.saveinterval.name = Intervalle des sauvegardes auto
setting.seconds = {0} Secondes setting.seconds = {0} Secondes
setting.fullscreen.name = Plein écran setting.fullscreen.name = Plein écran
setting.multithread.name = Multithreading
setting.fps.name = Afficher FPS setting.fps.name = Afficher FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Afficher les rayons des lasers setting.lasers.name = Afficher les rayons des lasers
@@ -370,7 +373,7 @@ setting.musicvol.name = Volume de la musique
setting.mutemusic.name = Couper la musique setting.mutemusic.name = Couper la musique
setting.sfxvol.name = Volume des SFX setting.sfxvol.name = Volume des SFX
setting.mutesound.name = Couper les SFX setting.mutesound.name = Couper les SFX
setting.crashreport.name = Send Anonymous Crash Reports setting.crashreport.name = Envoyer des rapports d'incident anonymement.
text.keybind.title = Paramétrer les touches text.keybind.title = Paramétrer les touches
category.general.name = Général category.general.name = Général
category.view.name = Voir category.view.name = Voir
@@ -406,8 +409,6 @@ mode.waves.name = Vagues
mode.waves.description = Le mode normal. Ressources limitées et vagues déclenchées automatiquement. mode.waves.description = Le mode normal. Ressources limitées et vagues déclenchées automatiquement.
mode.sandbox.name = Bac à sable mode.sandbox.name = Bac à sable
mode.sandbox.description = Ressources infinies et pas de compte à rebours pour les vagues. mode.sandbox.description = Ressources infinies et pas de compte à rebours pour les vagues.
mode.custom.warning = Notez que les blocs débloqués en partie personnalisées ne sont pas conservés pour les secteurs.\n\n[LIGHT_GRAY]En mode bac à sable, seul les blocs débloqués en mode secteur peuvent être utilisés.
mode.custom.warning.read = Juste pour vous assurer que vous l'avez lu:\n[scarlet]Les déverrouillages dans les jeux personnalisés ne sont pas transférés aux secteurs ou à d'autres modes!\n\n[LIGHT_GRAY](J'aimerais que ce ne soit pas nécessaire, mais apparemment c'est le cas)
mode.freebuild.name = Construction libre mode.freebuild.name = Construction libre
mode.freebuild.description = Ressources limitées et pas de compte à rebours pour les vagues. mode.freebuild.description = Ressources limitées et pas de compte à rebours pour les vagues.
mode.pvp.name = PvP mode.pvp.name = PvP
@@ -495,7 +496,7 @@ text.mech.ability = [LIGHT_GRAY]Compétence: {0}
text.liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique {0} text.liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique {0}
text.liquid.viscosity = [LIGHT_GRAY]Viscosité: {0} text.liquid.viscosity = [LIGHT_GRAY]Viscosité: {0}
text.liquid.temperature = [LIGHT_GRAY]Température: {0} text.liquid.temperature = [LIGHT_GRAY]Température: {0}
block.constructing = {0}\n[LIGHT_GRAY](Constructing) block.constructing = {0}\n[LIGHT_GRAY](En construction)
block.spawn.name = Générateur d'ennemi block.spawn.name = Générateur d'ennemi
block.core.name = Base block.core.name = Base
block.metalfloor.name = Sol en métal block.metalfloor.name = Sol en métal

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = itch.io page with PC downloads and web version
text.link.google-play.description = Google Play store listing text.link.google-play.description = Google Play store listing
text.link.wiki.description = official Mindustry wiki text.link.wiki.description = official Mindustry wiki
text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard. text.linkfail = Failed to open link!\nThe URL has been copied to your cliboard.
text.editor.web = The web version does not support the editor!\nDownload the game to use it.
text.web.unsupported = The web version does not support this feature! Download the game to use it.
text.gameover = Intinya hancur. text.gameover = Intinya hancur.
text.gameover.pvp = The[accent] {0}[] team is victorious! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = This sector has been lost. Re-deploy? text.sector.gameover = This sector has been lost. Re-deploy?
@@ -288,6 +286,7 @@ text.no = No
text.info.title = [accent]Info text.info.title = [accent]Info
text.error.title = [crimson]Telah terjadi kesalahan text.error.title = [crimson]Telah terjadi kesalahan
text.error.crashtitle = Telah terjadi kesalahan text.error.crashtitle = Telah terjadi kesalahan
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Info Blok text.blocks.blockinfo = Info Blok
text.blocks.powercapacity = Kapasitas Tenaga text.blocks.powercapacity = Kapasitas Tenaga
text.blocks.powershot = Tenaga/tembakan text.blocks.powershot = Tenaga/tembakan
@@ -320,7 +319,8 @@ text.blocks.coolant = Coolant
text.blocks.coolantuse = Coolant Use text.blocks.coolantuse = Coolant Use
text.blocks.inputliquidfuel = Fuel Liquid text.blocks.inputliquidfuel = Fuel Liquid
text.blocks.liquidfueluse = Liquid Fuel Use text.blocks.liquidfueluse = Liquid Fuel Use
text.blocks.explosive = Mudah meledak! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Darah text.blocks.health = Darah
text.blocks.inaccuracy = Ketidaktelitian text.blocks.inaccuracy = Ketidaktelitian
text.blocks.shots = Tembakan text.blocks.shots = Tembakan
@@ -345,6 +345,7 @@ text.category.liquids = Liquids
text.category.items = Items text.category.items = Items
text.category.crafting = Crafting text.category.crafting = Crafting
text.category.shooting = Shooting text.category.shooting = Shooting
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = None setting.fpscap.none = None
@@ -361,7 +362,6 @@ setting.sensitivity.name = Sensitivitas Pengendali
setting.saveinterval.name = Waktu Simpan Otomatis setting.saveinterval.name = Waktu Simpan Otomatis
setting.seconds = {0} Detik setting.seconds = {0} Detik
setting.fullscreen.name = Layar Penuh setting.fullscreen.name = Layar Penuh
setting.multithread.name = Multithreading
setting.fps.name = Tunjukkan FPS setting.fps.name = Tunjukkan FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Tampilkan Laser Tenaga setting.lasers.name = Tampilkan Laser Tenaga
@@ -406,8 +406,6 @@ mode.waves.name = gelombang
mode.waves.description = the normal mode. limited resources and automatic incoming waves. mode.waves.description = the normal mode. limited resources and automatic incoming waves.
mode.sandbox.name = sandbox mode.sandbox.name = sandbox
mode.sandbox.description = infinite resources and no timer for waves. mode.sandbox.description = infinite resources and no timer for waves.
mode.custom.warning = Note that blocks cannot be used in custom games until they are unlocked in sectors.\n\n[LIGHT_GRAY]If you have not unlocked any blocks, none will appear.
mode.custom.warning.read = Just to make sure you've read it:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = freebuild mode.freebuild.name = freebuild
mode.freebuild.description = limited resources and no timer for waves. mode.freebuild.description = limited resources and no timer for waves.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = pagina di itch.io con download per PC e versione
text.link.google-play.description = Elenco di Google Play Store text.link.google-play.description = Elenco di Google Play Store
text.link.wiki.description = wiki ufficiale di Mindustry text.link.wiki.description = wiki ufficiale di Mindustry
text.linkfail = Impossibile aprire il link! L'URL è stato copiato nella tua bacheca. text.linkfail = Impossibile aprire il link! L'URL è stato copiato nella tua bacheca.
text.editor.web = La versione web non supporta l'editor! Scarica il gioco per usarlo.
text.web.unsupported = La vcersione web non supporta questa funzione! Sacrica il gioco per utilizzarla.
text.gameover = Il nucleo è stato distrutto. text.gameover = Il nucleo è stato distrutto.
text.gameover.pvp = The[accent] {0}[] team is victorious! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = Hai perso questo settore. Attaccare di nuovo? text.sector.gameover = Hai perso questo settore. Attaccare di nuovo?
@@ -288,6 +286,7 @@ text.no = No
text.info.title = [accent] Info text.info.title = [accent] Info
text.error.title = [crimson]Si è verificato un errore text.error.title = [crimson]Si è verificato un errore
text.error.crashtitle = Si è verificato un errore text.error.crashtitle = Si è verificato un errore
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = info sul blocco text.blocks.blockinfo = info sul blocco
text.blocks.powercapacity = Capacità Energetica text.blocks.powercapacity = Capacità Energetica
text.blocks.powershot = Danno/Colpo text.blocks.powershot = Danno/Colpo
@@ -320,7 +319,8 @@ text.blocks.coolant = Refrigerante
text.blocks.coolantuse = uso refrigerante text.blocks.coolantuse = uso refrigerante
text.blocks.inputliquidfuel = carburante liquido text.blocks.inputliquidfuel = carburante liquido
text.blocks.liquidfueluse = Utilizzo carburante liquido text.blocks.liquidfueluse = Utilizzo carburante liquido
text.blocks.explosive = Altamente esplosivo! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Salute text.blocks.health = Salute
text.blocks.inaccuracy = Inaccuratezza text.blocks.inaccuracy = Inaccuratezza
text.blocks.shots = Colpi text.blocks.shots = Colpi
@@ -345,6 +345,7 @@ text.category.liquids = Liquidi
text.category.items = Oggetti text.category.items = Oggetti
text.category.crafting = Produzione text.category.crafting = Produzione
text.category.shooting = Potenza di fuoco text.category.shooting = Potenza di fuoco
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = Limite FPS setting.fpscap.name = Limite FPS
setting.fpscap.none = Niente setting.fpscap.none = Niente
@@ -361,7 +362,6 @@ setting.sensitivity.name = Sensibilità del controller
setting.saveinterval.name = Intervallo di salvataggio automatico setting.saveinterval.name = Intervallo di salvataggio automatico
setting.seconds = {0} Secondi setting.seconds = {0} Secondi
setting.fullscreen.name = Schermo Intero setting.fullscreen.name = Schermo Intero
setting.multithread.name = multithreading
setting.fps.name = Mostra FPS setting.fps.name = Mostra FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Mostra Laser Energetici setting.lasers.name = Mostra Laser Energetici
@@ -406,8 +406,6 @@ mode.waves.name = ondate
mode.waves.description = modalità normale. risorse limitate e ondate automatiche. mode.waves.description = modalità normale. risorse limitate e ondate automatiche.
mode.sandbox.name = Sandbox mode.sandbox.name = Sandbox
mode.sandbox.description = risorse infinite e nessun timer per le ondate. mode.sandbox.description = risorse infinite e nessun timer per le ondate.
mode.custom.warning = Note that blocks cannot be used in custom games until they are unlocked in sectors.\n\n[LIGHT_GRAY]If you have not unlocked any blocks, none will appear.
mode.custom.warning.read = Just to make sure you've read it:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = freebuild mode.freebuild.name = freebuild
mode.freebuild.description = risorse limitate e nessun timer per le ondate. mode.freebuild.description = risorse limitate e nessun timer per le ondate.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -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 = 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 = クレジット text.credits = クレジット
text.contributors = 翻訳や協力してくださった方々
text.discord = DiscordのMindustryに参加! text.discord = DiscordのMindustryに参加!
text.link.discord.description = Mindustryの公式Discordグループ text.link.discord.description = Mindustryの公式Discordグループ
text.link.github.description = ゲームのソースコード text.link.github.description = ゲームのソースコード
@@ -9,8 +10,6 @@ text.link.itch.io.description = itch.ioでPC版のダウンロードやweb版を
text.link.google-play.description = Google Playのストアページ text.link.google-play.description = Google Playのストアページ
text.link.wiki.description = 公式 Mindustry Wiki text.link.wiki.description = 公式 Mindustry Wiki
text.linkfail = リンクを開くのに失敗しました!\nURLをクリップボードにコピーしました。 text.linkfail = リンクを開くのに失敗しました!\nURLをクリップボードにコピーしました。
text.editor.web = Web版はエディターをサポートしていません!\nゲームをダウンロードして、使用してください。
text.web.unsupported = Web版はこの機能をサポートしてません! ゲームをダウンロードして、使用してください。
text.gameover = ゲームオーバー text.gameover = ゲームオーバー
text.gameover.pvp = [accent] {0}[] チームの勝利! text.gameover.pvp = [accent] {0}[] チームの勝利!
text.sector.gameover = この区域は敗北しました。 再配備しますか? text.sector.gameover = この区域は敗北しました。 再配備しますか?
@@ -24,7 +23,7 @@ text.level.select = レベル選択
text.level.mode = ゲームモード: text.level.mode = ゲームモード:
text.construction.desktop = ブロックの選択や建設を止めるには、[accent]スペースを使用してください[]。 text.construction.desktop = ブロックの選択や建設を止めるには、[accent]スペースを使用してください[]。
text.construction.title = ブロック建設ガイド text.construction.title = ブロック建設ガイド
text.construction = [accent]ブロック建設モード[]になりました。\n設置するには、機体の近くの設置可能な場所をタップしてください。\nブロックを選択した状態で、チェックボタンを押して確認すると、機体が建設を始めます。\n\n- [accent]ブロックの削除[]は、タップ範囲を選択してください。\n- [accent]範囲の選択[]は、長押しして、範囲のブロックをドラッグしてください。\n- [accent]一列にブロックを設置[]するには、 タップで空いている場所を長押しして、伸ばしたい方向にドラッグしてください\n- [accent]建設や範囲の選択をキャンセル[]するには、左下の X ボタンを押してください。 text.construction = [accent]ブロック建設モード[]になりました。\n設置するには、機体の近くの設置可能な場所をタップしてください。\nブロックを選択した状態で、チェックボタンを押して確認すると、機体が建設を始めます。\n\n- [accent]ブロックの撤去[]は、タップして範囲を選択してください。\n- [accent]範囲の選択[]は、長押しして、範囲のブロックをドラッグしてください。\n- [accent]一列にブロックを設置[]するには、 タップで空いている場所を長押しして、伸ばしたい方向にドラッグしてください\n- [accent]建設や範囲の選択をキャンセル[]するには、左下の X ボタンを押してください。
text.deconstruction.title = ブロック撤去ガイド text.deconstruction.title = ブロック撤去ガイド
text.deconstruction = [accent]ブロック撤去モード[]になりました。\n\nブロックを撤去するには、機体の近くのブロックをタップしてください。\nブロックを選択した状態で、チェックボタンを押して確認すると、機体がブロックの撤去を始めます。\n\n- [accent]ブロックの破壊[]は、タップで範囲を選択してください。\n- [accent]範囲を選択してブロックを撤去[]するには、 タップで空いている場所を長押しして、伸ばしたい方向にドラッグしてください\n- [accent]撤去や範囲選択をキャンセル[]するには、左下の X ボタンを押してください。 text.deconstruction = [accent]ブロック撤去モード[]になりました。\n\nブロックを撤去するには、機体の近くのブロックをタップしてください。\nブロックを選択した状態で、チェックボタンを押して確認すると、機体がブロックの撤去を始めます。\n\n- [accent]ブロックの破壊[]は、タップで範囲を選択してください。\n- [accent]範囲を選択してブロックを撤去[]するには、 タップで空いている場所を長押しして、伸ばしたい方向にドラッグしてください\n- [accent]撤去や範囲選択をキャンセル[]するには、左下の X ボタンを押してください。
text.showagain = 次回以降表示しない text.showagain = 次回以降表示しない
@@ -73,6 +72,7 @@ text.nextmission = 次のミッションへ
text.maps.none = [LIGHT_GRAY]マップが存在しません! text.maps.none = [LIGHT_GRAY]マップが存在しません!
text.about.button = About text.about.button = About
text.name = 名前: text.name = 名前:
text.noname = 先に[accent]プレイヤー名[]を決めてください。
text.filename = ファイル名: text.filename = ファイル名:
text.unlocked = 新しいブロックをアンロック! text.unlocked = 新しいブロックをアンロック!
text.unlocked.plural = 新しいブロックをアンロック! text.unlocked.plural = 新しいブロックをアンロック!
@@ -288,6 +288,7 @@ text.no = いいえ
text.info.title = 情報 text.info.title = 情報
text.error.title = [crimson]エラーが発生しました text.error.title = [crimson]エラーが発生しました
text.error.crashtitle = エラーが発生しました text.error.crashtitle = エラーが発生しました
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = ブロック情報 text.blocks.blockinfo = ブロック情報
text.blocks.powercapacity = 電力容量 text.blocks.powercapacity = 電力容量
text.blocks.powershot = 電力/ショット text.blocks.powershot = 電力/ショット
@@ -303,7 +304,7 @@ text.blocks.powerdamage = 電力/ダメージ
text.blocks.inputitemcapacity = 搬入アイテム容量 text.blocks.inputitemcapacity = 搬入アイテム容量
text.blocks.outputitemcapacity = 搬出アイテム容量 text.blocks.outputitemcapacity = 搬出アイテム容量
text.blocks.itemcapacity = アイテム容量 text.blocks.itemcapacity = アイテム容量
text.blocks.basepowergeneration = 電力発電量 text.blocks.basepowergeneration = 基本発電量
text.blocks.powertransferspeed = 電力伝送量 text.blocks.powertransferspeed = 電力伝送量
text.blocks.craftspeed = 生産速度 text.blocks.craftspeed = 生産速度
text.blocks.inputliquid = 必要な液体 text.blocks.inputliquid = 必要な液体
@@ -312,7 +313,7 @@ text.blocks.inputitem = 必要なアイテム
text.blocks.inputitems = 必要なアイテム text.blocks.inputitems = 必要なアイテム
text.blocks.outputitem = 搬出アイテム text.blocks.outputitem = 搬出アイテム
text.blocks.drilltier = ドリル text.blocks.drilltier = ドリル
text.blocks.drillspeed = 採掘速度 text.blocks.drillspeed = 基本採掘速度
text.blocks.liquidoutput = 搬出液体 text.blocks.liquidoutput = 搬出液体
text.blocks.liquidoutputspeed = 液体搬出速度 text.blocks.liquidoutputspeed = 液体搬出速度
text.blocks.liquiduse = 液体使用量 text.blocks.liquiduse = 液体使用量
@@ -320,7 +321,8 @@ text.blocks.coolant = 冷却
text.blocks.coolantuse = 冷却使用量 text.blocks.coolantuse = 冷却使用量
text.blocks.inputliquidfuel = 液体燃料 text.blocks.inputliquidfuel = 液体燃料
text.blocks.liquidfueluse = 液体燃料使用量 text.blocks.liquidfueluse = 液体燃料使用量
text.blocks.explosive = 高い爆発性! text.blocks.boostitem = 加速アイテム
text.blocks.boostliquid = 加速液体
text.blocks.health = 耐久値 text.blocks.health = 耐久値
text.blocks.inaccuracy = 不正確 text.blocks.inaccuracy = 不正確
text.blocks.shots = ショット text.blocks.shots = ショット
@@ -345,6 +347,7 @@ text.category.liquids = 液体
text.category.items = アイテム text.category.items = アイテム
text.category.crafting = 製作速度 text.category.crafting = 製作速度
text.category.shooting = 攻撃速度 text.category.shooting = 攻撃速度
text.category.optional = 機能強化オプション
setting.autotarget.name = 自動ターゲット setting.autotarget.name = 自動ターゲット
setting.fpscap.name = 最大FPS setting.fpscap.name = 最大FPS
setting.fpscap.none = なし setting.fpscap.none = なし
@@ -361,7 +364,6 @@ setting.sensitivity.name = 操作感度
setting.saveinterval.name = 自動保存間隔 setting.saveinterval.name = 自動保存間隔
setting.seconds = {0} 秒 setting.seconds = {0} 秒
setting.fullscreen.name = フルスクリーン setting.fullscreen.name = フルスクリーン
setting.multithread.name = マルチスレッド
setting.fps.name = FPSを表示 setting.fps.name = FPSを表示
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = 電力レーザーを表示 setting.lasers.name = 電力レーザーを表示
@@ -401,13 +403,11 @@ keybind.chat_history_next.name = 次のチャット履歴
keybind.chat_scroll.name = チャットスクロール keybind.chat_scroll.name = チャットスクロール
keybind.drop_unit.name = ドロップユニット keybind.drop_unit.name = ドロップユニット
keybind.zoom_minimap.name = ミニマップのズーム keybind.zoom_minimap.name = ミニマップのズーム
mode.text.help.title = モード説明 mode.text.help.title = モード説明
mode.waves.name = ウェーブ mode.waves.name = ウェーブ
mode.waves.description = ノーマルモードです。限られた資源でウェーブが自動的に始まります。 mode.waves.description = ノーマルモードです。限られた資源でウェーブが自動的に始まります。
mode.sandbox.name = サンドボックス mode.sandbox.name = サンドボックス
mode.sandbox.description = 無限の資源でウェーブを自由に始められます。 mode.sandbox.description = 無限の資源でウェーブを自由に始められます。
mode.custom.warning = [scarlet]カスタムゲームまたは、サーバ内でのアンロックは保存されません。[]\n\nアンロックするには区域でプレイしてください。
mode.custom.warning.read = 必ずお読みください:\n[scarlet]カスタムゲーム内でのアンロックは区域やほかのモードには影響しません!\n\n[LIGHT_GRAY](多分必要ないと思いますが)
mode.freebuild.name = フリービルド mode.freebuild.name = フリービルド
mode.freebuild.description = 限られた資源でウェーブを自由に始められます。 mode.freebuild.description = 限られた資源でウェーブを自由に始められます。
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,17 +9,15 @@ text.link.itch.io.description = PC 버전 다운로드와 HTML5 버전이 있는
text.link.google-play.description = Google Play 스토어 정보 text.link.google-play.description = Google Play 스토어 정보
text.link.wiki.description = 공식 Mindustry 위키 (영어) text.link.wiki.description = 공식 Mindustry 위키 (영어)
text.linkfail = 링크를 여는데 실패했습니다! URL이 기기의 클립보드에 복사되었습니다. text.linkfail = 링크를 여는데 실패했습니다! URL이 기기의 클립보드에 복사되었습니다.
text.editor.web = HTML5 버전은 에디터 기능을 지원하지 않습니다! 게임을 다운로드 한 뒤에 사용 해 주세요.
text.web.unsupported = HTML5 버전은 이 기능을 지원하지 않습니다! 게임을 다운로드 한 뒤에 사용 해 주세요.
text.gameover = 코어가 터졌습니다. 게임 오버! text.gameover = 코어가 터졌습니다. 게임 오버!
text.gameover.pvp = [accent]{0}[] 팀이 승리했습니다! text.gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
text.sector.gameover = 역을 공략하는데 실패했습니다. 포기 하시겠습니까? text.sector.gameover = 역을 공략하는데 실패했습니다. 포기 하시겠습니까?
text.sector.retry = 아니오 text.sector.retry = 아니오
text.highscore = [YELLOW]최고점수 달성! text.highscore = [YELLOW]최고점수 달성!
text.wave.lasted = [accent]{0}[] 까지 버티셨습니다. text.wave.lasted = [accent]{0}[] 까지 버티셨습니다.
text.level.highscore = 최고 점수 : [accent]{0} text.level.highscore = 최고 점수 : [accent]{0}
text.level.delete.title = 삭제 확인 text.level.delete.title = 삭제 확인
text.map.delete = 정말로 "[orange]{0}[]" 맵을 삭제하시겠습니까? text.map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
text.level.select = 맵 선택 text.level.select = 맵 선택
text.level.mode = 게임모드 : text.level.mode = 게임모드 :
text.construction.desktop = PC 에서의 조작 방법이 변경되었습니다.\n블록 선택을 해제하거나 건설을 중지하려면 [accent]스페이스 바[]를 누르세요. text.construction.desktop = PC 에서의 조작 방법이 변경되었습니다.\n블록 선택을 해제하거나 건설을 중지하려면 [accent]스페이스 바[]를 누르세요.
@@ -35,12 +33,12 @@ text.loadgame = 게임 불러오기
text.joingame = 멀티플레이 text.joingame = 멀티플레이
text.addplayers = 플레이어 추가/제거 text.addplayers = 플레이어 추가/제거
text.customgame = 커스텀 게임 text.customgame = 커스텀 게임
text.sectors = 싱글 플레이 text.sectors = 지역 플레이
text.sector = 역 : [LIGHT_GRAY]{0} text.sector = 역 : [LIGHT_GRAY]{0}
text.sector.time = 시간 : [LIGHT_GRAY]{0} text.sector.time = 시간 : [LIGHT_GRAY]{0}
text.sector.deploy = 시작 text.sector.deploy = 시작
text.sector.abandon = 초기화 text.sector.abandon = 초기화
text.sector.abandon.confirm = 정말로 이 역의 모든 진행상을 초기화 하겠습니까?\n이 작업은 되돌릴 수 없습니다! text.sector.abandon.confirm = 정말로 이 역의 모든 진행상을 초기화 하겠습니까?\n이 작업은 되돌릴 수 없습니다!
text.sector.resume = 계속하기 text.sector.resume = 계속하기
text.sector.locked = [scarlet][[완료안됨] text.sector.locked = [scarlet][[완료안됨]
text.sector.unexplored = [accent][[탐색안됨] text.sector.unexplored = [accent][[탐색안됨]
@@ -49,21 +47,21 @@ text.mission = 목표 : [LIGHT_GRAY] {0}
text.mission.main = 주요 목표 : [LIGHT_GRAY]{0} text.mission.main = 주요 목표 : [LIGHT_GRAY]{0}
text.mission.info = 미션 정보 text.mission.info = 미션 정보
text.mission.complete = 미션 성공! text.mission.complete = 미션 성공!
text.mission.complete.body = 역 {0},{1} 클리어. text.mission.complete.body = 역 {0},{1} 클리어.
text.mission.wave = [accent]{0}/{1}[] 단계동안 생존하세요.남은 시간 {2}\n text.mission.wave = [accent]{0}/{1}[] 단계 생존\n{2}초 남음
text.mission.wave.enemies = [accent] {0}/{1} []단계 생존하세요.\n{2}마리 남음 text.mission.wave.enemies = [accent]{0}/{1} []단계 생존\n{2}마리 남음
text.mission.wave.enemy = [accent] {0}/{1} []단계 생존하세요.\n{2}마리 남음 text.mission.wave.enemy = [accent]{0}/{1} []단계 생존\n{2}마리 남음
text.mission.wave.menu = [accent]{0}[] 단계 text.mission.wave.menu = [accent]{0}[] 단계
text.mission.battle = 적 코어를 파괴하세요. text.mission.battle = 적 코어를 파괴하세요
text.mission.resource.menu = {0} {1}개 수집 text.mission.resource.menu = {0} {1}개 수집
text.mission.resource = {0} 자원을 수집하세요 :\n[accent]{1}/{2}[] text.mission.resource = {0} 을(를) 수집하세요\n[accent]{1}/{2}
text.mission.block = {0} 를 만드세요 text.mission.block = {0} 를 만드세요
text.mission.unit = {0} 유닛을 만드세요 text.mission.unit = {0} 유닛을 만드세요
text.mission.command = 유닛에게 {0} 명령을 보내세요 text.mission.command = 유닛에게 {0} 명령을 보내세요
text.mission.linknode = 전력 노드를 연결하세요. text.mission.linknode = 전력 노드를 연결하세요
text.mission.display = [accent]미션 :\n[LIGHT_GRAY]{0} text.mission.display = [accent]목표 : [LIGHT_GRAY]{0}
text.mission.mech = [accent]{0}[] 기체로 바꾸세요 text.mission.mech = [accent]{0}[] 기체로 바꾸세요
text.mission.create = [accent]{0}[] 자원을 만드세요 text.mission.create = [accent]{0}[] 을(를)설치하세요.
text.none = <없음> text.none = <없음>
text.close = 닫기 text.close = 닫기
text.quit = 나가기 text.quit = 나가기
@@ -81,8 +79,8 @@ text.players.single = 현재 {0}명만 있음.
text.server.closing = [accent]서버 닫는중... text.server.closing = [accent]서버 닫는중...
text.server.kicked.kick = 서버에서 추방되었습니다! text.server.kicked.kick = 서버에서 추방되었습니다!
text.server.kicked.serverClose = 서버 종료됨. text.server.kicked.serverClose = 서버 종료됨.
text.server.kicked.sectorComplete = 역 클리어. text.server.kicked.sectorComplete = 역 클리어.
text.server.kicked.sectorComplete.text = 임무 성공.\n서버가 다음역 맵으로 이동되었습니다. text.server.kicked.sectorComplete.text = 임무 성공.\n서버가 다음역 맵으로 이동되었습니다.
text.server.kicked.clientOutdated = 오래된 버전의 클라이언트 입니다! 게임을 업데이트 하세요! text.server.kicked.clientOutdated = 오래된 버전의 클라이언트 입니다! 게임을 업데이트 하세요!
text.server.kicked.serverOutdated = 오래된 버전의 서버입니다! 서버 호스트 관리자에게 문의하세요! text.server.kicked.serverOutdated = 오래된 버전의 서버입니다! 서버 호스트 관리자에게 문의하세요!
text.server.kicked.banned = 뭘 하셨는지는 모르겠지만, 이제 영원히 서버에 접속할 수 없습니다. text.server.kicked.banned = 뭘 하셨는지는 모르겠지만, 이제 영원히 서버에 접속할 수 없습니다.
@@ -140,7 +138,7 @@ text.connecting.data = [accent]맵 데이터 다운로드중...
text.server.port = 포트 : text.server.port = 포트 :
text.server.addressinuse = 이 주소는 이미 사용중입니다! text.server.addressinuse = 이 주소는 이미 사용중입니다!
text.server.invalidport = 포트 번호가 잘못되었습니다. text.server.invalidport = 포트 번호가 잘못되었습니다.
text.server.error = [crimson]{0}[orange]서버를 여는데 오류가 발생했습니다.[] text.server.error = [crimson]{0}[accent]서버를 여는데 오류가 발생했습니다.[]
text.save.old = 이 저장파일은 이전 버전의 게임용이며, 지금은 사용할 수 없습니다. \n\n[LIGHT_GRAY]4.0 정식때 이전 게임버전에서 만든 저장파일과 호환됩니다. text.save.old = 이 저장파일은 이전 버전의 게임용이며, 지금은 사용할 수 없습니다. \n\n[LIGHT_GRAY]4.0 정식때 이전 게임버전에서 만든 저장파일과 호환됩니다.
text.save.new = 새로 저장 text.save.new = 새로 저장
text.save.overwrite = 이 저장 슬롯을 덮어씌우겠습니까? text.save.overwrite = 이 저장 슬롯을 덮어씌우겠습니까?
@@ -151,17 +149,17 @@ text.savefail = 게임을 저장하지 못했습니다!
text.save.delete.confirm = 이 저장파일을 삭제 하시겠습니까? text.save.delete.confirm = 이 저장파일을 삭제 하시겠습니까?
text.save.delete = 삭제 text.save.delete = 삭제
text.save.export = 저장파일 내보내기 text.save.export = 저장파일 내보내기
text.save.import.invalid = [orange]파일이 잘못되었습니다! text.save.import.invalid = [accent]파일이 잘못되었습니다!
text.save.import.fail = [crimson]저장파일을 불러오지 못함 : [orange]{0} text.save.import.fail = [crimson]저장파일을 불러오지 못함 : [accent]{0}
text.save.export.fail = [crimson]저장파일을 내보내지 못함 : [orange]{0} text.save.export.fail = [crimson]저장파일을 내보내지 못함 : [accent]{0}
text.save.import = 저장파일 불러오기 text.save.import = 저장파일 불러오기
text.save.newslot = 저장 파일이름 : text.save.newslot = 저장 파일이름 :
text.save.rename = 이름 변경 text.save.rename = 이름 변경
text.save.rename.text = 새 이름 : text.save.rename.text = 새 이름 :
text.selectslot = 저장슬롯을 선택하십시오. text.selectslot = 저장슬롯을 선택하십시오.
text.slot = [accent]{0}번째 슬롯 text.slot = [accent]{0}번째 슬롯
text.save.corrupted = [orange]세이브 파일이 손상되었거나 잘못된 파일입니다! 만약 게임을 업데이트 했다면 이것은 아마 저장 형식 변경일 것이고, 이것은 버그가 [scarlet]아닙니다[]. text.save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다! 만약 게임을 업데이트 했다면 이것은 아마 저장 형식 변경일 것이고, 이것은 버그가 [scarlet]아닙니다[].
text.sector.corrupted = [orange]저장 파일에서 역을 발견했으나 불러오지 못했습니다.\n새로 생성되었습니다. text.sector.corrupted = [accent]저장 파일에서 역을 발견했으나 불러오지 못했습니다.\n새로 생성되었습니다.
text.empty = <비어있음> text.empty = <비어있음>
text.on = 켜기 text.on = 켜기
text.off = 끄기 text.off = 끄기
@@ -182,15 +180,15 @@ text.back = 뒤로가기
text.quit.confirm = 정말로 종료하시겠습니까? text.quit.confirm = 정말로 종료하시겠습니까?
text.changelog.title = 변경사항 text.changelog.title = 변경사항
text.changelog.loading = 변경사항 가져오는중... text.changelog.loading = 변경사항 가져오는중...
text.changelog.error.android = [orange]게임 변경사항은 가끔 Android 4.4 이하에서 작동하지 않습니다. 이것은 내부 Android 버그 때문입니다. text.changelog.error.android = [accent]게임 변경사항은 가끔 Android 4.4 이하에서 작동하지 않습니다. 이것은 내부 Android 버그 때문입니다.
text.changelog.error.ios = [orange]현재 iOS에서는 변경 사항을 지원하지 않습니다. text.changelog.error.ios = [accent]현재 iOS에서는 변경 사항을 지원하지 않습니다.
text.changelog.error = [scarlet]게임 변경사항을 가져오는 중 오류가 발생했습니다![]\n인터넷 연결을 확인하십시오. text.changelog.error = [scarlet]게임 변경사항을 가져오는 중 오류가 발생했습니다![]\n인터넷 연결을 확인하십시오.
text.changelog.current = [orange][[현재 버전] text.changelog.current = [accent][[현재 버전]
text.changelog.latest = [orange][[최신 버전] text.changelog.latest = [accent][[최신 버전]
text.loading = [accent]불러오는중... text.loading = [accent]불러오는중...
text.saving = [accent]저장중... text.saving = [accent]저장중...
text.wave = [orange]{0}단계 text.wave = [accent]{0}단계
text.wave.waiting = 다음 단계 시작까지 {0}초 text.wave.waiting = 남은 시간 : [green]{0}초[]
text.waiting = [LIGHT_GRAY]대기중... text.waiting = [LIGHT_GRAY]대기중...
text.waiting.players = 다른 플레이어를 기다리는 중.. text.waiting.players = 다른 플레이어를 기다리는 중..
text.wave.enemies = [LIGHT_GRAY]{0} 마리 남았음 text.wave.enemies = [LIGHT_GRAY]{0} 마리 남았음
@@ -216,8 +214,8 @@ text.editor.description = 설명 :
text.editor.name = 이름 : text.editor.name = 이름 :
text.editor.teams = text.editor.teams =
text.editor.elevation = 지형 높이 text.editor.elevation = 지형 높이
text.editor.errorimageload = [orange]{0}[] 파일을 불러오는데 오류가 발생했습니다. text.editor.errorimageload = [accent]{0}[] 파일을 불러오는데 오류가 발생했습니다.
text.editor.errorimagesave = [orange]{0}[] 파일 저장중 오류가 발생했습니다. text.editor.errorimagesave = [accent]{0}[] 파일 저장중 오류가 발생했습니다.
text.editor.generate = 생성 text.editor.generate = 생성
text.editor.resize = 맵 크기조정 text.editor.resize = 맵 크기조정
text.editor.loadmap = 맵 불러오기 text.editor.loadmap = 맵 불러오기
@@ -261,7 +259,7 @@ text.tutorial = 게임 방법
text.editor = 편집기 text.editor = 편집기
text.mapeditor = 맵 편집기 text.mapeditor = 맵 편집기
text.donate = 기부 text.donate = 기부
text.connectfail = [crimson]{0}[orange] 서버에 연결하지 못했습니다.[] text.connectfail = [crimson]{0}[accent] 서버에 연결하지 못했습니다.[]
text.error.unreachable = 서버에 연결하지 못했습니다. text.error.unreachable = 서버에 연결하지 못했습니다.
text.error.invalidaddress = 잘못된 주소입니다. text.error.invalidaddress = 잘못된 주소입니다.
text.error.timedout = 시간 초과!\n서버에 포트 포워딩이 설정되어 있고 주소가 올바른지 확인하십시오. text.error.timedout = 시간 초과!\n서버에 포트 포워딩이 설정되어 있고 주소가 올바른지 확인하십시오.
@@ -275,11 +273,11 @@ text.settings.rebind = 키 재설정
text.settings.controls = 컨트롤 text.settings.controls = 컨트롤
text.settings.game = 게임 text.settings.game = 게임
text.settings.sound = 소리 text.settings.sound = 소리
text.settings.graphics = 화면 text.settings.graphics = 그래픽
text.settings.cleardata = 게임 데이터 초기화... text.settings.cleardata = 게임 데이터 초기화...
text.settings.clear.confirm = 정말로 초기화 하겠습니까?\n이 작업을 되돌릴 수 없습니다! text.settings.clear.confirm = 정말로 초기화 하겠습니까?\n이 작업을 되돌릴 수 없습니다!
text.settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 키 매핑, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다. text.settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 키 매핑, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.
text.settings.clearsectors = 역 초기화 text.settings.clearsectors = 역 초기화
text.settings.clearunlocks = 잠금 해제 초기화 text.settings.clearunlocks = 잠금 해제 초기화
text.settings.clearall = 모두 초기화 text.settings.clearall = 모두 초기화
text.paused = 일시 정지 text.paused = 일시 정지
@@ -288,6 +286,7 @@ text.no = 아니오
text.info.title = [accent]정보 text.info.title = [accent]정보
text.error.title = [crimson]오류가 발생했습니다. text.error.title = [crimson]오류가 발생했습니다.
text.error.crashtitle = 오류가 발생했습니다. text.error.crashtitle = 오류가 발생했습니다.
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = 블록 정보 text.blocks.blockinfo = 블록 정보
text.blocks.powercapacity = 최대 전력 용량 text.blocks.powercapacity = 최대 전력 용량
text.blocks.powershot = 1발당 전력 소모량 text.blocks.powershot = 1발당 전력 소모량
@@ -320,7 +319,8 @@ text.blocks.coolant = 냉각제
text.blocks.coolantuse = 냉각수 사용 text.blocks.coolantuse = 냉각수 사용
text.blocks.inputliquidfuel = 연료 액 text.blocks.inputliquidfuel = 연료 액
text.blocks.liquidfueluse = 액체 연료 사용 text.blocks.liquidfueluse = 액체 연료 사용
text.blocks.explosive = 이 블록이 터지면 주변 블록과 같이 자폭을 합니다!! text.blocks.boostitem = 가속 아이템
text.blocks.boostliquid = 가속 액체
text.blocks.health = 체력 text.blocks.health = 체력
text.blocks.inaccuracy = 오차각 text.blocks.inaccuracy = 오차각
text.blocks.shots = 발포 횟수 text.blocks.shots = 발포 횟수
@@ -345,6 +345,7 @@ text.category.liquids = 액체
text.category.items = 아이템 text.category.items = 아이템
text.category.crafting = 제작 text.category.crafting = 제작
text.category.shooting = 사격 text.category.shooting = 사격
text.category.optional = 선택적 향상
setting.autotarget.name = 자동 조준 setting.autotarget.name = 자동 조준
setting.fpscap.name = 최대 FPS setting.fpscap.name = 최대 FPS
setting.fpscap.none = 없음 setting.fpscap.none = 없음
@@ -353,25 +354,24 @@ setting.difficulty.training = 훈련
setting.difficulty.easy = 쉬움 setting.difficulty.easy = 쉬움
setting.difficulty.normal = 보통 setting.difficulty.normal = 보통
setting.difficulty.hard = 어려움 setting.difficulty.hard = 어려움
setting.difficulty.insane = 매우 어려움 setting.difficulty.insane = [#00ff00]멀[#2efe2e]티[#58fa58]플[#81f781]레[#a9f5a9]이 [#81f781]전[#58fa58]용[]
setting.difficulty.name = 난이도 : setting.difficulty.name = 난이도 :
setting.screenshake.name = 화면 흔들기 setting.screenshake.name = 화면 흔들기 강도
setting.effects.name = 화면 효과 setting.effects.name = 화면 효과
setting.sensitivity.name = 컨트롤러 감도 setting.sensitivity.name = 컨트롤러 감도
setting.saveinterval.name = 자동저장 간격 setting.saveinterval.name = 자동저장 간격
setting.seconds = {0}초 setting.seconds = {0}초
setting.fullscreen.name = 전체 화면 setting.fullscreen.name = 전체 화면
setting.multithread.name = 멀티 스레드
setting.fps.name = FPS 표시 setting.fps.name = FPS 표시
setting.vsync.name = VSync 활성화 setting.vsync.name = VSync 활성화
setting.lasers.name = 파워 레이 표시 setting.lasers.name = 전력 노드 레이 표시
setting.minimap.name = 미니맵 보기 setting.minimap.name = 미니맵 보기
setting.musicvol.name = 음악 크기 setting.musicvol.name = 음악 크기
setting.mutemusic.name = 음소거 setting.mutemusic.name = 음소거
setting.sfxvol.name = 효과음 크기 setting.sfxvol.name = 효과음 크기
setting.mutesound.name = 소리 끄기 setting.mutesound.name = 소리 끄기
setting.crashreport.name = 오류 보고서 보내기 setting.crashreport.name = 오류 보고서 보내기
text.keybind.title = 키 바인딩 text.keybind.title = 조작키 설정
category.general.name = 일반 category.general.name = 일반
category.view.name = 보기 category.view.name = 보기
category.multiplayer.name = 멀티플레이 category.multiplayer.name = 멀티플레이
@@ -406,8 +406,6 @@ mode.waves.name = 단계
mode.waves.description = 이것은 일반 모드입니다. 제한된 자원과 자동으로 다음 단계가 시작됩니다. mode.waves.description = 이것은 일반 모드입니다. 제한된 자원과 자동으로 다음 단계가 시작됩니다.
mode.sandbox.name = 샌드박스 mode.sandbox.name = 샌드박스
mode.sandbox.description = 무한한 자원과 다음단계 시작을 위한 타이머가 없습니다. mode.sandbox.description = 무한한 자원과 다음단계 시작을 위한 타이머가 없습니다.
mode.custom.warning = [scarlet]서버에서 잠금해제한 블록은 저장되지 않습니다.[]\n\n구역을 플레이 하여 잠금해제하세요.
mode.custom.warning.read = 꼭 읽어보시길 바랍니다 :\n[scarlet]커스텀 게임에서 잠금해제한 블록은 구역 플레이나 다른 모드에서 적용되지 않습니다!\n\n[LIGHT_GRAY](이게 필요하지 않았으면 좋겠는데)
mode.freebuild.name = 자유 건축 mode.freebuild.name = 자유 건축
mode.freebuild.description = 제한된 자원과 다음단계 시작을 위한 타이머가 없습니다. mode.freebuild.description = 제한된 자원과 다음단계 시작을 위한 타이머가 없습니다.
mode.pvp.name = PvP mode.pvp.name = PvP
@@ -425,8 +423,8 @@ item.lead.name = 납
item.lead.description = 쉽게 구할 수 있으며, 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다. item.lead.description = 쉽게 구할 수 있으며, 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다.
item.coal.name = 석탄 item.coal.name = 석탄
item.coal.description = 쉽게 구할 수 있으며, 주로 제련소 등에서 연료로 사용됩니다. item.coal.description = 쉽게 구할 수 있으며, 주로 제련소 등에서 연료로 사용됩니다.
item.dense-alloy.name = 합금 item.dense-alloy.name = 고밀도 합금
item.dense-alloy.description = 납과 구리로 만든 튼튼한 합금.\n고급 수송 블록이나 상위 티어 블록을 건설하는데 사용됩니다. item.dense-alloy.description = 납과 구리로 만든 튼튼한 고밀도 합금.\n고급 수송 블록이나 상위 티어 블록을 건설하는데 사용됩니다.
item.titanium.name = 티타늄 item.titanium.name = 티타늄
item.titanium.description = 파이프 재료나 고급 드릴, 비행기/기체 등에서 재료로 사용되는 자원입니다. item.titanium.description = 파이프 재료나 고급 드릴, 비행기/기체 등에서 재료로 사용되는 자원입니다.
item.thorium.name = 토륨 item.thorium.name = 토륨
@@ -442,9 +440,9 @@ item.surge-alloy.description = 주로 건물의 재료로 사용되는 자원입
item.biomatter.name = 바이오메터 item.biomatter.name = 바이오메터
item.biomatter.description = 이것은 유기농 덤불입니다!\n압축기에 넣어 석유로 바꿀 수 있습니다. item.biomatter.description = 이것은 유기농 덤불입니다!\n압축기에 넣어 석유로 바꿀 수 있습니다.
item.sand.name = 모래 item.sand.name = 모래
item.sand.description = 합금이나 플럭스 등에서 제련시 광범위하게 사용되는 일반적인 재료입니다. item.sand.description = 고밀도 합금이나 플럭스 등에서 제련시 광범위하게 사용되는 일반적인 재료입니다.
item.blast-compound.name = 화합 item.blast-compound.name = 폭발
item.blast-compound.description = 포탑 및 건설의 재료로 사용되는 휘발성 화합물.\n연료로도 사용할 수 있지만, 별로 추천하지는 않습니다. item.blast-compound.description = 포탑 및 건설의 재료로 사용되는 휘발성 폭발물.\n연료로도 사용할 수 있지만, 별로 추천하지는 않습니다.
item.pyratite.name = 피라테 item.pyratite.name = 피라테
item.pyratite.description = 폭발성을 가진 재료로, 주로 포탑의 탄약으로 사용됩니다. item.pyratite.description = 폭발성을 가진 재료로, 주로 포탑의 탄약으로 사용됩니다.
liquid.water.name = liquid.water.name =
@@ -495,7 +493,7 @@ text.mech.ability = [LIGHT_GRAY]능력 : {0}
text.liquid.heatcapacity = [LIGHT_GRAY]발열량 : {0} text.liquid.heatcapacity = [LIGHT_GRAY]발열량 : {0}
text.liquid.viscosity = [LIGHT_GRAY]점도 : {0} text.liquid.viscosity = [LIGHT_GRAY]점도 : {0}
text.liquid.temperature = [LIGHT_GRAY]온도 : {0} text.liquid.temperature = [LIGHT_GRAY]온도 : {0}
block.constructing = {0}\n[LIGHT_GRAY](Constructing) block.constructing = {0}[LIGHT_GRAY](만드는중)
block.spawn.name = 적 스폰지점 block.spawn.name = 적 스폰지점
block.core.name = 코어 block.core.name = 코어
block.metalfloor.name = 철판 block.metalfloor.name = 철판
@@ -570,7 +568,7 @@ block.tau-mech-pad.name = 타우 기체 패드
block.conduit.name = 파이프 block.conduit.name = 파이프
block.mechanical-pump.name = 기계식 펌프 block.mechanical-pump.name = 기계식 펌프
block.itemsource.name = 아이템 소스 block.itemsource.name = 아이템 소스
block.itemvoid.name = 히오스 block.itemvoid.name = 아이템 삭제 장치
block.liquidsource.name = 무한 액체공급 장치 block.liquidsource.name = 무한 액체공급 장치
block.powervoid.name = 방전장치 block.powervoid.name = 방전장치
block.powerinfinite.name = 무한 전력공급 장치 block.powerinfinite.name = 무한 전력공급 장치
@@ -584,7 +582,7 @@ block.phase-conveyor.name = 메타 컨베이어
block.bridge-conveyor.name = 터널 block.bridge-conveyor.name = 터널
block.plastanium-compressor.name = 플라스터늄 압축기 block.plastanium-compressor.name = 플라스터늄 압축기
block.pyratite-mixer.name = 피라테 제조기 block.pyratite-mixer.name = 피라테 제조기
block.blast-mixer.name = 화합물 제조기 block.blast-mixer.name = 폭발물 제조기
block.solidifer.name = 고체 block.solidifer.name = 고체
block.solar-panel.name = 태양 전지판 block.solar-panel.name = 태양 전지판
block.solar-panel-large.name = 대형 태양 전지판 block.solar-panel-large.name = 대형 태양 전지판
@@ -593,7 +591,7 @@ block.spirit-factory.name = 스피릿 드론 공장
block.phantom-factory.name = 팬텀 드론 공장 block.phantom-factory.name = 팬텀 드론 공장
block.wraith-factory.name = 유령 전투기 공장 block.wraith-factory.name = 유령 전투기 공장
block.ghoul-factory.name = 구울 폭격기 공장 block.ghoul-factory.name = 구울 폭격기 공장
block.dagger-factory.name = 귀여운 디거 기체 공장 block.dagger-factory.name = 디거 기체 공장
block.titan-factory.name = 타이탄 기체 공장 block.titan-factory.name = 타이탄 기체 공장
block.fortress-factory.name = 포트리스 기체 공장 block.fortress-factory.name = 포트리스 기체 공장
block.revenant-factory.name = 레비던트 전투기 공장 block.revenant-factory.name = 레비던트 전투기 공장
@@ -609,23 +607,22 @@ block.thorium-reactor.name = 토륨 원자로
block.command-center.name = 명령 본부 block.command-center.name = 명령 본부
block.mass-driver.name = 물질 이동기 block.mass-driver.name = 물질 이동기
block.blast-drill.name = 고속 발열 드릴 block.blast-drill.name = 고속 발열 드릴
block.thermal-pump.name = 지열 펌프 block.thermal-pump.name = 화력 펌프
block.thermal-generator.name = 지열 발전기 block.thermal-generator.name = 발전기
block.alloy-smelter.name = 설금 제련소 block.alloy-smelter.name = 설금 제련소
block.mend-projector.name = 치료 프로젝터 block.mend-projector.name = 수리 프로젝터
block.surge-wall.name = 설금벽 block.surge-wall.name = 설금벽
block.surge-wall-large.name = 큰 설금벽 block.surge-wall-large.name = 큰 설금벽
block.cyclone.name = 사이클론 block.cyclone.name = 사이클론
block.fuse.name = 퓨즈 block.fuse.name = 퓨즈
block.shock-mine.name = 전격 지뢰 block.shock-mine.name = 전격 지뢰
block.overdrive-projector.name = 가속 프로젝터 block.overdrive-projector.name = 오버드라이브 프로젝터
block.force-projector.name = 강제 프로젝터 block.force-projector.name = 보호막 프로젝터
block.arc.name = 아크 block.arc.name = Arc
block.rtg-generator.name = 토륨 발전소 block.rtg-generator.name = 토륨 발전소
block.spectre.name = 스펙터 block.spectre.name = 스펙터
block.meltdown.name = 멜트다운 block.meltdown.name = 멜트다운
block.container.name = 컨테이너 block.container.name = 컨테이너
block.core.description = 게임에서 가장 중요한 건물.\n파괴되면 게임이 끝납니다.
team.blue.name = 블루팀 team.blue.name = 블루팀
team.red.name = 레드팀 team.red.name = 레드팀
team.orange.name = 오렌지팀 team.orange.name = 오렌지팀
@@ -637,43 +634,44 @@ unit.spirit.name = 스피릿 드론
unit.spirit.description = 기본 드론 유닛. 기본적으로 코어에서 1개가 스폰됩니다. 자동으로 채광하며 아이템을 수집하고, 블록을 수리합니다. unit.spirit.description = 기본 드론 유닛. 기본적으로 코어에서 1개가 스폰됩니다. 자동으로 채광하며 아이템을 수집하고, 블록을 수리합니다.
unit.phantom.name = 팬텀 드론 unit.phantom.name = 팬텀 드론
unit.phantom.description = 첨단 드론 유닛. 광석을 자동으로 채광하며, 아이템을 수집하고 블록을 수리합니다. 일반 드론보다 훨씬 효과적입니다. unit.phantom.description = 첨단 드론 유닛. 광석을 자동으로 채광하며, 아이템을 수집하고 블록을 수리합니다. 일반 드론보다 훨씬 효과적입니다.
unit.dagger.name = 귀여운 디거 unit.dagger.name = 디거
unit.dagger.description = 밈의 대상으로 지정되어 이름이 바뀐 기본 지상 유닛입니다. unit.dagger.description = 기본 지상 유닛입니다. 스웜과 같이 쓰면 유용합니다.
unit.titan.name = 타이탄 unit.titan.name = 타이탄
unit.titan.description = 고급 지상 유닛입니다. 합금을 탄약으로 사용하며 지상과 공중 둘다 공격할 수 있습니다. unit.titan.description = 고급 지상 유닛입니다. 고밀도 합금을 탄약으로 사용하며 지상과 공중 둘다 공격할 수 있습니다.
unit.ghoul.name = 구울 폭격기 unit.ghoul.name = 구울 폭격기
unit.ghoul.description = 무거운 지상 폭격기 입니다. 화합물 또는 피라테를 탄약으로 사용합니다. unit.ghoul.description = 무거운 지상 폭격기 입니다. 폭발물 또는 피라테를 탄약으로 사용합니다.
unit.wraith.name = 유령 전투기 unit.wraith.name = 유령 전투기
unit.wraith.description = 코어를 집중적으로 공격하는 방식을 사용하는 전투기 입니다. unit.wraith.description = 코어를 집중적으로 공격하는 방식을 사용하는 전투기 입니다.
unit.fortress.name = 포트리스 unit.fortress.name = 포트리스
unit.fortress.description = 중포 지상 유닛. 높은 공격력과 체력을 가지고 있습니다. unit.fortress.description = 중포 지상 유닛. 높은 공격력과 체력을 가지고 있습니다.
unit.revenant.name = 레비던트 unit.revenant.name = 레비던트
unit.revenant.description = 대형 레이저를 발사하는 공중 유닛입니다. unit.revenant.description = 대형 레이저를 발사하는 공중 유닛입니다.
tutorial.begin = 플레이어의 임무는 [LIGHT_GRAY]적군[]을 제거하는 것입니다.\n\n[accent]구리를 채광[]하는 것으로 시작합니다. 이것을 하기 위해 플레이어의 중심부 근처에 있는 구리 광맥을 누르세요. tutorial.begin = 플레이어의 주요 목표는 [LIGHT_GRAY]적군[]을 제거하는 것입니다.\n\n이 게임은 [accent]구리를 채광[]하는 것으로 시작합니다.\n이것을 하기 위해 플레이어의 중심부 근처에 있는 구리 광맥을 누르세요.
tutorial.drill = 수동으로 채광하는 것은 효율 적입니다.\n[accent]드릴[]은 자동으로 채광 작업을 합니다.\n구리 광맥에 표시된 영역에 드릴을 하나를 놓으세요. tutorial.drill = 수동으로 채광하는 것은 효율이 낮습니다.\n[accent]드릴[]은 자동으로 채광 작업을 합니다.\n구리 광맥에 표시된 영역에 드릴을 하나를 놓으세요.
tutorial.conveyor = [accent]컨베이어[]를 사용하여 아이템을 코어로 운반합니다.\n드릴에서 코어까지 컨베이어 라인을 만드세요. tutorial.conveyor = [accent]컨베이어[]를 사용하여 아이템을 코어로 운반합니다.\n드릴에서 코어까지 컨베이어 라인을 만드세요.
tutorial.morecopper = 더 많은 구리가 필요합니다.\n\n수동으로 채광하거나, 드릴을 더 설치하세요. tutorial.morecopper = 더 많은 구리가 필요합니다.\n\n수동으로 채광하거나, 드릴을 더 설치하세요.
tutorial.turret = 방어 구조물은 [LIGHT_GRAY]적[]을 물리치기 위해 반드시 필요합니다.\n기지 근처에 듀오 터렛을 설치하세요. tutorial.turret = 방어 구조물은 [LIGHT_GRAY]적[]을 물리치기 위해 반드시 필요합니다.\n기지 근처에 듀오 터렛을 설치하세요.
tutorial.drillturret = 듀오 터렛이 작동하기 위해서는[accent] 구리 탄약 []을 필요로 합니다.\n터렛 옆에 드릴을 설치하여 구리를 공급하세요. tutorial.drillturret = 듀오 터렛이 작동하기 위해서는[accent] 구리 탄약 []을 필요로 합니다.\n터렛 옆에 드릴을 설치하여 구리를 공급하세요.
tutorial.waves = [LIGHT_GRAY]적[]이 접근합니다.\n\n2단계 동안 코어를 보호하고 더 많은 터렛을 만드세요. tutorial.waves = [LIGHT_GRAY]적[]이 접근합니다.\n\n2단계 동안 코어를 보호하고 더 많은 터렛을 만드세요.
tutorial.lead = 더 많은 광석을 이용할 수 있습니다. [accent]납[]을 찾아 탐색하세요.\n\n아이템을 코어로 전송할려면 플레이어 기체 또는 비행기에서 코어로 드래그 하세요. tutorial.lead = 더 많은 광석을 이용할 수 있습니다. [accent]납[]을 찾아 탐색하세요.\n\n아이템을 코어로 전송할려면 플레이어 기체 또는 비행기에서 코어로 드래그 하세요.
tutorial.smelter = 구리와 납은 약한 금속입니다.\n[accent]합금[]은 제련소에서 만들 수 있습니다.\n\n하나 만드세요. tutorial.smelter = 구리와 납은 약한 금속입니다.\n[accent]고밀도 합금[]은 제련소에서 만들 수 있습니다.\n\n하나 만드세요.
tutorial.densealloy = 이 제련소는 이제 합금을 생산할 것입니다.\n몇개 더 생산하세요.\n필요한 경우 더 만드세요. tutorial.densealloy = 이 제련소는 이제 고밀도 합금을 생산할 것입니다.\n몇개 더 생산하세요.\n필요한 경우 더 만드세요.
tutorial.siliconsmelter = 이제 이코어는 채굴과 수리하기 위한[accent] 스피릿 드론[]을 생성 할 것 입니다.\n\n[accent]실리콘[]을 사용해 다른 유닛을 생성하기 위한 공장을 만들 수 있습니다.\n실리콘 제련기를 제작하세요! tutorial.siliconsmelter = 이제 이코어는 채굴과 수리하기 위한[accent] 스피릿 드론[]을 생성 할 것 입니다.\n\n[accent]실리콘[]을 사용해 다른 유닛을 생성하기 위한 공장을 만들 수 있습니다.\n실리콘 제련기를 제작하세요!
tutorial.silicondrill = 실리콘을 제작하려면[accent] 석탄[] 과[accent] 모래[]가 필요합니다.\n드릴을 먼저 건설해보는건 어떤가요? tutorial.silicondrill = 실리콘을 제작하려면[accent] 석탄[] 과[accent] 모래[]가 필요합니다.\n드릴을 먼저 건설해보는건 어떤가요?
tutorial.generator = 기술은[LIGHT_YELLOW] 애너지[] 필요합니다.\n[accent] 석탄 발전기[]를 건설하세요. tutorial.generator = 건물은 [LIGHT_YELLOW]전력[] 필요합니다.\n[accent] 석탄 발전기[]를 건설하세요.
tutorial.generatordrill = [accent] 석탄 발전기[]는 연료가 필요합니다.\n[accent] 석탄[]을 드릴로 채굴해서 연료를 체워주세요. tutorial.generatordrill = [accent] 석탄 발전기[]는 연료가 필요합니다.\n[accent] 석탄[]을 드릴로 채굴해서 연료를 체워주세요.
tutorial.node = 전력은 송신해줄 송신기가 필요합니다.\n[accent] 전력 송신기[]를 석탄 등등 발전기 옆에 설치해서 생산된 전기를 다른곳으로 송신합시다. tutorial.node = 전력은 송신해줄 송신기가 필요합니다.\n[accent] 전력 송신기[]를 석탄 등등 발전기 옆에 설치해서 생산된 전기를 다른곳으로 송신합시다.
tutorial.nodelink = 전력은 전력 블록과 발전기에 연결하거나, 연결된 전력 송신기를 통해 전송이 가능합니다. \n\n전력 송신기를 누르고 발전기와 실리콘 제련기를 선택하여 전원을 연결합시다. tutorial.nodelink = 전력은 전력 블록과 발전기에 연결하거나, 연결된 전력 송신기를 통해 전송이 가능합니다. \n\n전력 송신기를 누르고 발전기와 실리콘 제련기를 선택하여 전원을 연결합시다.
tutorial.silicon = 실리콘이 생산되고 있습니다.\n\n생산 시스템의 개선을 권고 드립니다. tutorial.silicon = 실리콘이 생산되고 있습니다.\n\n생산 시스템의 개선을 권고 드립니다.
tutorial.daggerfactory = 이[accent] 귀여운 디거 기체 공장[]은\n\n공격하는 기체를 생산하기 위해 사용됩니다. tutorial.daggerfactory = 이[accent] 디거 기체 공장[]은\n\n공격하는 기체를 생산하기 위해 사용됩니다.
tutorial.router = 공장을 작동시키기 위해 자원이 필요합니다.\n컨베이어에 운반되고 있는 자원을 분할할 분배기를 만드세요. tutorial.router = 공장을 작동시키기 위해 자원이 필요합니다.\n컨베이어에 운반되고 있는 자원을 분할할 분배기를 만드세요.
tutorial.dagger = 전력 노드를 공장에 연결하세요.\n일단 요구 사항이 충족되면 기체 생산을 시작합니다.\n\n필요에 따라 드릴 및 발전기, 컨베이어를 더 많이 만들 수 있습니다. tutorial.dagger = 전력 노드를 공장에 연결하세요.\n일단 요구 사항이 충족되면 기체 생산을 시작합니다.\n\n필요에 따라 드릴 및 발전기, 컨베이어를 더 많이 만들 수 있습니다.
tutorial.battle = [LIGHT_GRAY]적[]의 코어가 드러났습니다.\n당신의 부대와 귀여운 디거를 사용하여 파괴하세요. tutorial.battle = [LIGHT_GRAY]적[]의 코어가 드러났습니다.\n당신의 부대와 디거를 사용하여 파괴하세요.
block.core.description = 게임에서 가장 중요한 건물.\n파괴되면 게임이 끝납니다.
block.copper-wall.description = 구리로 만든 벽. block.copper-wall.description = 구리로 만든 벽.
block.copper-wall-large.description = 구리로 만든 큰 벽. block.copper-wall-large.description = 구리로 만든 큰 벽.
block.dense-alloy-wall.description = 합금으로 만든 벽. 구리벽보다 체력이 높습니다. block.dense-alloy-wall.description = 고밀도 합금으로 만든 벽. 구리벽보다 체력이 높습니다.
block.dense-alloy-wall-large.description = 합금으로 만든 큰 벽. block.dense-alloy-wall-large.description = 고밀도 합금으로 만든 큰 벽.
block.thorium-wall.description = 토륨으로 만든 벽. block.thorium-wall.description = 토륨으로 만든 벽.
block.thorium-wall-large.description = 토륨으로 만든 큰 벽. block.thorium-wall-large.description = 토륨으로 만든 큰 벽.
block.phase-wall.description = 날라오는 모든 총알을 튕겨내고 데미지를 입는 특수한 벽입니다. block.phase-wall.description = 날라오는 모든 총알을 튕겨내고 데미지를 입는 특수한 벽입니다.
@@ -683,8 +681,8 @@ block.surge-wall-large.description = 설금을 재료로 한 큰 벽.\n데미지
block.door.description = 유닛이 지나갈 수 있도록 만든 문. 클릭하면 열고 닫습니다. block.door.description = 유닛이 지나갈 수 있도록 만든 문. 클릭하면 열고 닫습니다.
block.door-large.description = 유닛이 자나갈 수 있도록 만든 큰 문. 클릭하면 열고 닫습니다. block.door-large.description = 유닛이 자나갈 수 있도록 만든 큰 문. 클릭하면 열고 닫습니다.
block.mend-projector.description = 주위 건물을 치료하는 건물입니다. block.mend-projector.description = 주위 건물을 치료하는 건물입니다.
block.overdrive-projector.description = 범위 내 모든 행동의 속도를 높여주는 보조형 방어 건물입니다. block.overdrive-projector.description = 범위 내 모든 행동의 속도를 높여주는 보조형 건물입니다.
block.force-projector.description = 보호막을 생성하는 건물.\n기본적으로 전만 있으면 작동하지만, 메타를 넣어 보호막의 범위를 크게 확장시킬 수 있습니다. block.force-projector.description = 보호막을 생성하는 건물.\n기본적으로 전만 있으면 작동하지만, 메타를 넣어 보호막의 범위를 크게 확장시킬 수 있습니다.
block.shock-mine.description = 적이 이 블록을 지나가면 전격 공격을 하는 함정형 방어 건물입니다. block.shock-mine.description = 적이 이 블록을 지나가면 전격 공격을 하는 함정형 방어 건물입니다.
block.duo.description = 범용성을 가진 터렛.\n지상 및 공중공격을 하며, 초중반에 유용합니다. block.duo.description = 범용성을 가진 터렛.\n지상 및 공중공격을 하며, 초중반에 유용합니다.
block.arc.description = 목표 방향으로 전격 공격을 하는 포탑입니다. block.arc.description = 목표 방향으로 전격 공격을 하는 포탑입니다.
@@ -703,15 +701,15 @@ block.titanium-conveyor.description = 빠른 속도로 자원을 수송할 수
block.phase-conveyor.description = 자원을 순간이동 시켜 주는 컨베이어 입니다. block.phase-conveyor.description = 자원을 순간이동 시켜 주는 컨베이어 입니다.
block.junction.description = 컨베이어를 교차시켜 자원을 수송할 때 사용할 수 있는 블록입니다. block.junction.description = 컨베이어를 교차시켜 자원을 수송할 때 사용할 수 있는 블록입니다.
block.mass-driver.description = 자원을 받아서 다른 물질 이동기로 전달할 수 있는 블록입니다.\n엄청난 사거리를 가지고 있으며, 주로 컨베이어가 접근할 수 없는 곳에 유용하게 사용됩니다. block.mass-driver.description = 자원을 받아서 다른 물질 이동기로 전달할 수 있는 블록입니다.\n엄청난 사거리를 가지고 있으며, 주로 컨베이어가 접근할 수 없는 곳에 유용하게 사용됩니다.
block.smelter.description = 합금을 제작할 수 있는 건물입니다. block.smelter.description = 고밀도 합금을 제작할 수 있는 건물입니다.
block.arc-smelter.description = 합금을 제작할 수 있는 건물이지만, 이 건물은 석탄이 필요 없고 좀더 빠른 속도로 합금을 생산해낼 수 있습니다. block.arc-smelter.description = 고밀도 합금을 제작할 수 있는 건물이지만, 이 건물은 석탄이 필요 없고 좀더 빠른 속도로 합금을 생산해낼 수 있습니다.
block.silicon-smelter.description = 실리콘을 제작할 수 있는 건물입니다. block.silicon-smelter.description = 실리콘을 제작할 수 있는 건물입니다.
block.plastanium-compressor.description = 플라스터늄을 제조할 수 있는 건물입니다. block.plastanium-compressor.description = 플라스터늄을 제조할 수 있는 건물입니다.
block.phase-weaver.description = 메타를 제작할 수 있는 건물입니다. block.phase-weaver.description = 메타를 제작할 수 있는 건물입니다.
block.alloy-smelter.description = 설금을 제작할 수 있는 건물입니다. block.alloy-smelter.description = 설금을 제작할 수 있는 건물입니다.
block.pulverizer.description = 돌을 갈아서 모래로 만들 수 있는 건물입니다. block.pulverizer.description = 돌을 갈아서 모래로 만들 수 있는 건물입니다.
block.pyratite-mixer.description = 피라테를 제조할 수 있는 건물입니다. block.pyratite-mixer.description = 피라테를 제조할 수 있는 건물입니다.
block.blast-mixer.description = 화합물을 제조할 수 있는 건물입니다. block.blast-mixer.description = 폭발물을 제조할 수 있는 건물입니다.
block.cryofluidmixer.description = 냉각수를 제작할 수 있는 건물입니다. block.cryofluidmixer.description = 냉각수를 제작할 수 있는 건물입니다.
block.solidifer.description = 용암을 돌로 만들 수 있는 건물입니다. block.solidifer.description = 용암을 돌로 만들 수 있는 건물입니다.
block.melter.description = 돌로 용암을 만들 수 있는 건물입니다. block.melter.description = 돌로 용암을 만들 수 있는 건물입니다.
@@ -719,14 +717,14 @@ block.incinerator.description = 불필요한 아이템을 소각시켜 줄 수
block.biomattercompressor.description = 잔디밭에서 바이오메터를 추출할 수 있는 건물입니다. block.biomattercompressor.description = 잔디밭에서 바이오메터를 추출할 수 있는 건물입니다.
block.separator.description = 돌을 분해하여 각종 자원으로 재활용 할 수 있게 해 주는 건물입니다. block.separator.description = 돌을 분해하여 각종 자원으로 재활용 할 수 있게 해 주는 건물입니다.
block.centrifuge.description = 돌을 분해하여 각종 자원으로 재활용 할 수 있게 해 주는 건물이지만, 이 건물은 좀 더 다양한 자원을 얻을 수 있게 해 줍니다. block.centrifuge.description = 돌을 분해하여 각종 자원으로 재활용 할 수 있게 해 주는 건물이지만, 이 건물은 좀 더 다양한 자원을 얻을 수 있게 해 줍니다.
block.power-node.description = 생성된 전를 다른 건물로 전달하기 위한 전력 노드입니다. block.power-node.description = 생성된 전를 다른 건물로 전달하기 위한 전력 노드입니다.
block.power-node-large.description = 생성된 전를 다른 건물로 전달하기 위한 건물이며, 일반 노드보다 더 많은 전력을 이동시킬 수 있습니다. block.power-node-large.description = 생성된 전를 다른 건물로 전달하기 위한 건물이며, 일반 노드보다 더 많은 전력을 이동시킬 수 있습니다.
block.battery.description = 흔히 아는 충전식 배터리입니다.\n전력 생산건물에 전력이 떨어질경우, 이 배터리를 전력 노드에 연결하면 이 배터리에 에 있는 전력을 사용하여 전기를 소모하는 건물에 전력을 지속적으로 공급할 수 있습니다. block.battery.description = 흔히 아는 충전식 배터리입니다.\n전력을 사용하는 건물에 전력이 떨어질경우, 이 배터리를 전력 노드에 연결하면 이 배터리에 저장된 전력을 소모하여 지속적으로 공급할 수 있습니다.
block.battery-large.description = 일반 배터리보다 용량이 매우 커진 커진 배터리. block.battery-large.description = 일반 배터리보다 용량이 매우 커진 커진 배터리.
block.combustion-generator.description = 석탄을 연료로 전를 생산해내는 발전소 입니다. block.combustion-generator.description = 석탄을 연료로 전를 생산해내는 발전소 입니다.
block.turbine-generator.description = 석탄 발전기보다 더 많은량의 전를 생산하는 발전기입니다. block.turbine-generator.description = 석탄 발전기보다 더 많은량의 전를 생산하는 발전기입니다.
block.thermal-generator.description = 용암을 원료로 전력을 생산할 수 있는 발전소입니다. block.thermal-generator.description = 용암을 원료로 전력을 생산할 수 있는 발전소입니다.
block.solar-panel.description = 태양열을 받아 자기 스스로 전력을 생산하는 블록입니다. block.solar-panel.description = 태양열을 받아 자기 스스로 전력을 생산하는 건물입니다.
block.solar-panel-large.description = 태양열을 받아 자기 스스로 전력을 생산하지만, 이 블록은 더 빨리 전력을 생산할 수 있습니다. block.solar-panel-large.description = 태양열을 받아 자기 스스로 전력을 생산하지만, 이 블록은 더 빨리 전력을 생산할 수 있습니다.
block.thorium-reactor.description = 토륨을 원료로 하는 토륨 원자로 입니다.\n많은 전력을 생산하지만 엄청난 열을 발생시키기 때문에, 많은 량의 물 또는 냉각수가 있어야 터지지 않고 작동합니다. block.thorium-reactor.description = 토륨을 원료로 하는 토륨 원자로 입니다.\n많은 전력을 생산하지만 엄청난 열을 발생시키기 때문에, 많은 량의 물 또는 냉각수가 있어야 터지지 않고 작동합니다.
block.rtg-generator.description = 냉각은 필요 없지만 토륨 원자로보다 적은량의 전력을 생산하는 방사선 동위원소 열전자 발전기. block.rtg-generator.description = 냉각은 필요 없지만 토륨 원자로보다 적은량의 전력을 생산하는 방사선 동위원소 열전자 발전기.
@@ -739,7 +737,7 @@ block.laser-drill.description = 토륨을 채광할 수 있는 최고급 드릴
block.blast-drill.description = 최상위 드릴입니다. 엄청난 양의 전력과 물을 소모하는 대신, 매우 빠른 속도로 채광합니다. block.blast-drill.description = 최상위 드릴입니다. 엄청난 양의 전력과 물을 소모하는 대신, 매우 빠른 속도로 채광합니다.
block.water-extractor.description = 바닥에서 물을 추출하여 건물에 공급할 수 있는 건물입니다. block.water-extractor.description = 바닥에서 물을 추출하여 건물에 공급할 수 있는 건물입니다.
block.cultivator.description = 잔디에서 바이오메터를 추출할 수 있는 건물입니다. block.cultivator.description = 잔디에서 바이오메터를 추출할 수 있는 건물입니다.
block.oil-extractor.description = 기름(타르)을 추출 해 주는 건물입니다. block.oil-extractor.description = 석유를 추출 해 주는 건물입니다.
block.dart-ship-pad.description = 다트 비행선으로 바꿀 수 있는 패드입니다. block.dart-ship-pad.description = 다트 비행선으로 바꿀 수 있는 패드입니다.
block.trident-ship-pad.description = 삼지창 비행선으로 바꿀 수 있는 패드입니다. block.trident-ship-pad.description = 삼지창 비행선으로 바꿀 수 있는 패드입니다.
block.javelin-ship-pad.description = 자비린 비행선으로 바꿀 수 있는 패드입니다. block.javelin-ship-pad.description = 자비린 비행선으로 바꿀 수 있는 패드입니다.
@@ -751,7 +749,7 @@ block.spirit-factory.description = 스피릿 유닛을 생산하는 공장입니
block.phantom-factory.description = 유닛 팬텀을 생산하는 공장입니다. block.phantom-factory.description = 유닛 팬텀을 생산하는 공장입니다.
block.wraith-factory.description = 유닛 유령 전투기를 소환하는 공장입니다. block.wraith-factory.description = 유닛 유령 전투기를 소환하는 공장입니다.
block.ghoul-factory.description = 구울 유닛을 생산하는 공장입니다. block.ghoul-factory.description = 구울 유닛을 생산하는 공장입니다.
block.dagger-factory.description = 귀여운 디거를 생산하는 공장입니다. block.dagger-factory.description = 디거를 생산하는 공장입니다.
block.titan-factory.description = 타이탄 유닛을 생산할 수 있는 공장입니다. block.titan-factory.description = 타이탄 유닛을 생산할 수 있는 공장입니다.
block.fortress-factory.description = 포트리스를 생산하는 공장입니다. block.fortress-factory.description = 포트리스를 생산하는 공장입니다.
block.revenant-factory.description = 레비던트 유닛을 생산할 수 있는 공장입니다. block.revenant-factory.description = 레비던트 유닛을 생산할 수 있는 공장입니다.
@@ -766,17 +764,17 @@ block.liquid-junction.description = 물펌프와 다른 물펌프를 서로 교
block.bridge-conduit.description = 다리와 다리 사이를 연결하여 액체가 지나갈 수 있게 해 줍니다.\n주로 다리 사이에 지나갈 수 없는 장애물이 있을 때 사용합니다. block.bridge-conduit.description = 다리와 다리 사이를 연결하여 액체가 지나갈 수 있게 해 줍니다.\n주로 다리 사이에 지나갈 수 없는 장애물이 있을 때 사용합니다.
block.mechanical-pump.description = 구리로 제작할 수 있는 기계식 물펌프입니다. block.mechanical-pump.description = 구리로 제작할 수 있는 기계식 물펌프입니다.
block.rotary-pump.description = 일반 물 펌프보다 더 빠른 속도로 물을 끌어올릴 수 있는 펌프입니다. block.rotary-pump.description = 일반 물 펌프보다 더 빠른 속도로 물을 끌어올릴 수 있는 펌프입니다.
block.thermal-pump.description = 용암 위에서 사용할 수 있는 펌프입니다. block.thermal-pump.description = 기계식 펌프보다 3배 빠른 속도로 액체를 퍼올릴 수 있는 펌프이며, 용암도 퍼올릴 수 있는 유일한 펌프입니다.
block.router.description = 한 방향에서 아이템을 받은 후 최대 3개의 다른 방향으로 동일하게 출력합니다.\n재료를 한곳에서 여러 대상으로 분할하여 운반하는데 유용합니다. block.router.description = 한 방향에서 아이템을 받은 후 최대 3개의 다른 방향으로 동일하게 출력합니다.\n재료를 한곳에서 여러 대상으로 분할하여 운반하는데 유용합니다.
block.distributor.description = 아이템을 최대 7개의 다른 방향으로 똑같이 분할하는 고급 분배기. block.distributor.description = 아이템을 최대 7개의 다른 방향으로 똑같이 분할하는 고급 분배기.
block.bridge-conveyor.description = 고급 자원 수송 블록.\n지형이나 건물을 넘어 최대 3개 타일을 건너뛰고 자원을 운송할 수 있습니다. block.bridge-conveyor.description = 고급 자원 수송 블록.\n지형이나 건물을 넘어 최대 3개 타일을 건너뛰고 자원을 운송할 수 있습니다.
block.alpha-mech-pad.description = 알파 기체로 바꿀 수 있는 패드입니다. block.alpha-mech-pad.description = 알파 기체로 바꿀 수 있는 패드입니다.
block.itemsource.description = 자원을 선택하면 그 자원이 무한하게 생성되는 블록입니다. block.itemsource.description = 자원을 선택하면 그 자원이 무한하게 생성되는 블록입니다.
block.liquidsource.description = 무한한 액체를 출력해냅니다. block.liquidsource.description = 무한한 액체를 출력해냅니다.
block.itemvoid.description = 아이템을 시공으로 빠트려 사라지게 만듭니다. block.itemvoid.description = 아이템을 사라지게 만듭니다.
block.powerinfinite.description = 무한한 전력을 공급해주는 블록입니다. block.powerinfinite.description = 무한한 전력을 공급해주는 블록입니다.
block.powervoid.description = 설정된 아이템을 계속해서 출력하는 블록입니다. block.powervoid.description = 설정된 아이템을 계속해서 출력하는 블록입니다.
liquid.water.description = 지상 유닛이 이 위를 지나가면 이동속도가 느려지고, 깊은 물에 빠지면 죽습니다. liquid.water.description = 지상 유닛이 이 위를 지나가면 이동속도가 느려지고, 깊은 물에 빠지면 죽습니다.
liquid.lava.description = 지상 유닛이 이 위를 지나가면 이동속도가 매우 느려지고, 지속적으로 데미지를 입습니다. liquid.lava.description = 지상 유닛이 이 위를 지나가면 이동속도가 매우 느려지고, 지속적으로 데미지를 입습니다.
liquid.oil.description = 일부 조합 블록에서 사용되는 자원입니다. liquid.oil.description = 일부 조합 블록에서 사용되는 자원입니다.
liquid.cryofluid.description = 포탑 및 토륨 원자로에서 사용되는 자원입니다. 누출시 폭발 및 방화의 위험성이 있습니다. liquid.cryofluid.description = 포탑 및 토륨 원자로에서 사용되는 자원입니다.

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = Strona itch.io z oficjanymi wersjami do pobrania
text.link.google-play.description = Google Play store listing text.link.google-play.description = Google Play store listing
text.link.wiki.description = Oficjana Wiki Mindustry text.link.wiki.description = Oficjana Wiki Mindustry
text.linkfail = Nie udało się otworzyć linku!\nURL został skopiowany. text.linkfail = Nie udało się otworzyć linku!\nURL został skopiowany.
text.editor.web = Wersja przeglądarkowa nie wspomaga edytora map!\nPobierz grę aby użyć edytora.
text.web.unsupported = Wersja przeglądarkowa nie wspomaga tej fukcji!\nPobierz grę aby użyć tej funkcji.
text.gameover = Rdzeń został zniszczony. text.gameover = Rdzeń został zniszczony.
text.gameover.pvp = The[accent] {0}[] team is victorious! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = This sector has been lost. Re-deploy? text.sector.gameover = This sector has been lost. Re-deploy?
@@ -288,6 +286,7 @@ text.no = Nie ma mowy!
text.info.title = [accent]Informacje text.info.title = [accent]Informacje
text.error.title = [crimson]Wystąpił błąd text.error.title = [crimson]Wystąpił błąd
text.error.crashtitle = Wystąpił błąd text.error.crashtitle = Wystąpił błąd
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Informacje o bloku text.blocks.blockinfo = Informacje o bloku
text.blocks.powercapacity = Pojemność mocy text.blocks.powercapacity = Pojemność mocy
text.blocks.powershot = moc / strzał text.blocks.powershot = moc / strzał
@@ -320,7 +319,8 @@ text.blocks.coolant = Płyn chłodzący
text.blocks.coolantuse = Zużycie płynu chłodzącego text.blocks.coolantuse = Zużycie płynu chłodzącego
text.blocks.inputliquidfuel = Paliwo text.blocks.inputliquidfuel = Paliwo
text.blocks.liquidfueluse = Zużycie paliwa text.blocks.liquidfueluse = Zużycie paliwa
text.blocks.explosive = Wysoce wybuchowy! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Zdrowie text.blocks.health = Zdrowie
text.blocks.inaccuracy = Niedokładność text.blocks.inaccuracy = Niedokładność
text.blocks.shots = Strzały text.blocks.shots = Strzały
@@ -345,6 +345,7 @@ text.category.liquids = Płyny
text.category.items = Przedmioty text.category.items = Przedmioty
text.category.crafting = Przetwórstwo text.category.crafting = Przetwórstwo
text.category.shooting = Strzelanie text.category.shooting = Strzelanie
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = None setting.fpscap.none = None
@@ -361,7 +362,6 @@ setting.sensitivity.name = Czułość kontrolera
setting.saveinterval.name = Interwał automatycznego zapisywania setting.saveinterval.name = Interwał automatycznego zapisywania
setting.seconds = Sekundy setting.seconds = Sekundy
setting.fullscreen.name = Pełny ekran setting.fullscreen.name = Pełny ekran
setting.multithread.name = Wielowątkowość
setting.fps.name = Widoczny licznik FPS setting.fps.name = Widoczny licznik FPS
setting.vsync.name = Synchronizacja pionowa setting.vsync.name = Synchronizacja pionowa
setting.lasers.name = Pokaż lasery zasilające setting.lasers.name = Pokaż lasery zasilające
@@ -406,8 +406,6 @@ mode.waves.name = Fale
mode.waves.description = Normalny tryb. Normalne surowce i fale. mode.waves.description = Normalny tryb. Normalne surowce i fale.
mode.sandbox.name = sandbox mode.sandbox.name = sandbox
mode.sandbox.description = Nieskończone surowce i fale bez odliczania. Dla przedszkolaków! mode.sandbox.description = Nieskończone surowce i fale bez odliczania. Dla przedszkolaków!
mode.custom.warning = Note that blocks cannot be used in custom games until they are unlocked in sectors.\n\n[LIGHT_GRAY]If you have not unlocked any blocks, none will appear.
mode.custom.warning.read = Just to make sure you've read it:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = budowanie mode.freebuild.name = budowanie
mode.freebuild.description = Normalne surowce i fale bez odliczania. mode.freebuild.description = Normalne surowce i fale bez odliczania.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = Pagina da Itch.io com os Downloads
text.link.google-play.description = Google Play store listing text.link.google-play.description = Google Play store listing
text.link.wiki.description = Wiki oficial do Mindustry text.link.wiki.description = Wiki oficial do Mindustry
text.linkfail = Falha ao abrir o link\nO Url foi copiado text.linkfail = Falha ao abrir o link\nO Url foi copiado
text.editor.web = A versão web não suporta o editor!\nBaixe o jogo para usar.
text.web.unsupported = A versão web não suporta este recurso! Baixe o jogo para usar.
text.gameover = O núcleo foi destruído. text.gameover = O núcleo foi destruído.
text.gameover.pvp = The[accent] {0}[] team is victorious! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = Esse setor foi perdido! Soltar Novamente? text.sector.gameover = Esse setor foi perdido! Soltar Novamente?
@@ -288,6 +286,7 @@ text.no = Não
text.info.title = [accent]Informação text.info.title = [accent]Informação
text.error.title = [crimson]Ocorreu um Erro. text.error.title = [crimson]Ocorreu um Erro.
text.error.crashtitle = Ocorreu um Erro text.error.crashtitle = Ocorreu um Erro
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Informação do Bloco text.blocks.blockinfo = Informação do Bloco
text.blocks.powercapacity = Capacidade de Energia text.blocks.powercapacity = Capacidade de Energia
text.blocks.powershot = Energia/tiro text.blocks.powershot = Energia/tiro
@@ -320,7 +319,8 @@ text.blocks.coolant = Esfriador
text.blocks.coolantuse = Uso do esfriador text.blocks.coolantuse = Uso do esfriador
text.blocks.inputliquidfuel = Liquido de combustivel text.blocks.inputliquidfuel = Liquido de combustivel
text.blocks.liquidfueluse = Uso do liquido de combustivel text.blocks.liquidfueluse = Uso do liquido de combustivel
text.blocks.explosive = Altamente Explosivo! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Saúde text.blocks.health = Saúde
text.blocks.inaccuracy = Imprecisão text.blocks.inaccuracy = Imprecisão
text.blocks.shots = Tiros text.blocks.shots = Tiros
@@ -345,6 +345,7 @@ text.category.liquids = Liquidos
text.category.items = Itens text.category.items = Itens
text.category.crafting = Construindo text.category.crafting = Construindo
text.category.shooting = Atirando text.category.shooting = Atirando
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = FPS Maximo setting.fpscap.name = FPS Maximo
setting.fpscap.none = Nenhum setting.fpscap.none = Nenhum
@@ -361,7 +362,6 @@ setting.sensitivity.name = Sensibilidade do Controle
setting.saveinterval.name = Intervalo de autosalvamento setting.saveinterval.name = Intervalo de autosalvamento
setting.seconds = {0} Segundos setting.seconds = {0} Segundos
setting.fullscreen.name = Tela Cheia setting.fullscreen.name = Tela Cheia
setting.multithread.name = Multithreading
setting.fps.name = Mostrar FPS setting.fps.name = Mostrar FPS
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Mostrar lasers setting.lasers.name = Mostrar lasers
@@ -406,8 +406,6 @@ mode.waves.name = hordas
mode.waves.description = O modo normal. Recursos limitados E os ataques vem automaticamente. mode.waves.description = O modo normal. Recursos limitados E os ataques vem automaticamente.
mode.sandbox.name = sandbox mode.sandbox.name = sandbox
mode.sandbox.description = Recursos infinitos E sem tempo para Ataques. mode.sandbox.description = Recursos infinitos E sem tempo para Ataques.
mode.custom.warning = Note that blocks cannot be used in custom games until they are unlocked in sectors.\n\n[LIGHT_GRAY]If you have not unlocked any blocks, none will appear.
mode.custom.warning.read = Just to make sure you've read it:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = construção \nlivre mode.freebuild.name = construção \nlivre
mode.freebuild.description = recursos limitados e Sem tempo para Ataques. mode.freebuild.description = recursos limitados e Sem tempo para Ataques.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = itch.io страница с загрузкой
text.link.google-play.description = Скачать для Android c Google play text.link.google-play.description = Скачать для Android c Google play
text.link.wiki.description = Официальная вики Mindustry(англ.) text.link.wiki.description = Официальная вики Mindustry(англ.)
text.linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена. text.linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена.
text.editor.web = Веб-версия не поддерживает редактор!\nЗагрузите игру, чтобы использовать его.
text.web.unsupported = Веб-версия не поддерживает эту функцию! Загрузите игру, чтобы использовать её.
text.gameover = Игра окончена text.gameover = Игра окончена
text.gameover.pvp = [accent] {0}[] команда победила! text.gameover.pvp = [accent] {0}[] команда победила!
text.sector.gameover = Этот сектор потерян. Высадится повторно? text.sector.gameover = Этот сектор потерян. Высадится повторно?
@@ -267,6 +265,7 @@ text.error.invalidaddress = Некорректный адрес.
text.error.timedout = Время ожидания истекло!\nУбедитесь, что хост настроен для перенаправления портов и адрес корректный! text.error.timedout = Время ожидания истекло!\nУбедитесь, что хост настроен для перенаправления портов и адрес корректный!
text.error.mismatch = Ошибка пакета:\nвозможное несоответствие версии клиента/сервера. \nУбедитесь, что у вас и у создателя сервера установлена последняя версия Mindustry\\! text.error.mismatch = Ошибка пакета:\nвозможное несоответствие версии клиента/сервера. \nУбедитесь, что у вас и у создателя сервера установлена последняя версия Mindustry\\!
text.error.alreadyconnected = Вы уже подключены. text.error.alreadyconnected = Вы уже подключены.
text.error.mapnotfound = Map file not found!
text.error.any = Неизвестная сетевая ошибка. text.error.any = Неизвестная сетевая ошибка.
text.settings.language = Язык text.settings.language = Язык
text.settings.reset = Сбросить по умолчанию text.settings.reset = Сбросить по умолчанию
@@ -287,6 +286,7 @@ text.no = Нет
text.info.title = Информация text.info.title = Информация
text.error.title = [crimson]Произошла ошибка text.error.title = [crimson]Произошла ошибка
text.error.crashtitle = Произошла ошибка text.error.crashtitle = Произошла ошибка
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Информация о блоке text.blocks.blockinfo = Информация о блоке
text.blocks.powercapacity = Вместимость энергии text.blocks.powercapacity = Вместимость энергии
text.blocks.powershot = Энергия/выстрел text.blocks.powershot = Энергия/выстрел
@@ -319,7 +319,8 @@ text.blocks.coolant = Охлаждающая жидкость
text.blocks.coolantuse = Охлажд. жидкости используется text.blocks.coolantuse = Охлажд. жидкости используется
text.blocks.inputliquidfuel = Жидкое топливо text.blocks.inputliquidfuel = Жидкое топливо
text.blocks.liquidfueluse = Жидкого топлива используется text.blocks.liquidfueluse = Жидкого топлива используется
text.blocks.explosive = Взрывоопасно! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Здоровье text.blocks.health = Здоровье
text.blocks.inaccuracy = Разброс text.blocks.inaccuracy = Разброс
text.blocks.shots = Выстрелы text.blocks.shots = Выстрелы
@@ -344,6 +345,7 @@ text.category.liquids = Жидкости
text.category.items = Предметы text.category.items = Предметы
text.category.crafting = Создание text.category.crafting = Создание
text.category.shooting = рельба text.category.shooting = рельба
text.category.optional = Optional Enhancements
setting.autotarget.name = Авто-цель setting.autotarget.name = Авто-цель
setting.fpscap.name = Макс. FPS setting.fpscap.name = Макс. FPS
setting.fpscap.none = Неограниченный setting.fpscap.none = Неограниченный
@@ -360,7 +362,6 @@ setting.sensitivity.name = Чувствительность контроллер
setting.saveinterval.name = Интервал автосохранения setting.saveinterval.name = Интервал автосохранения
setting.seconds = {0} Секунд setting.seconds = {0} Секунд
setting.fullscreen.name = Полноэкранный режим setting.fullscreen.name = Полноэкранный режим
setting.multithread.name = Многопоточность (TPS)
setting.fps.name = Показывать FPS setting.fps.name = Показывать FPS
setting.vsync.name = Верт. синхронизация setting.vsync.name = Верт. синхронизация
setting.lasers.name = Показывать энергетические лазеры setting.lasers.name = Показывать энергетические лазеры
@@ -405,8 +406,6 @@ mode.waves.name = Волны
mode.waves.description = В режиме "волны" ограниченные ресурсы и автоматические наступающие волны. mode.waves.description = В режиме "волны" ограниченные ресурсы и автоматические наступающие волны.
mode.sandbox.name = Песочница mode.sandbox.name = Песочница
mode.sandbox.description = Бесконечные ресурсы и нет таймера для волн, но можно самим вызвать волну. mode.sandbox.description = Бесконечные ресурсы и нет таймера для волн, но можно самим вызвать волну.
mode.custom.warning = [scarlet]РАЗБЛОКИРОВАННОЕ В ПОЛЬЗОВАТЕЛЬСКИХ ИГРАХ ИЛИ НА СЕРВЕРАХ НЕ СОХРАНЯЕТСЯ[]\n\nИграйте в секторах для разблокировки чего-либо
mode.custom.warning.read = Внимательно прочитайте это!:\n[scarlet]РАЗБЛОКИРОВАННОЕ В ПОЛЬЗОВАТЕЛЬСКИХ ИГРАХ ИЛИ ДРУГИХ РЕЖИМАХ ИГРЫ НЕ РАСПРОСТРАНЯЕТСЯ НА СЕКТОРА ИЛИ ДРУГИЕ РЕЖИМЫ ИГРЫ!\n\n[LIGHT_GRAY](Я бы хотел, чтобы это не было необходимо, но, по-видимому, это так)
mode.freebuild.name = Свободная\nстройка mode.freebuild.name = Свободная\nстройка
mode.freebuild.description = ограниченные ресурсы и нет таймера для волн. mode.freebuild.description = ограниченные ресурсы и нет таймера для волн.
mode.pvp.name = Противо-\nстояние mode.pvp.name = Противо-\nстояние
@@ -624,6 +623,7 @@ block.rtg-generator.name = Радиоизотопный термоэлектри
block.spectre.name = Призрак block.spectre.name = Призрак
block.meltdown.name = Катастрофа block.meltdown.name = Катастрофа
block.container.name = Склад block.container.name = Склад
block.core.description = Самое главное здание в игре.
team.blue.name = Синяя team.blue.name = Синяя
team.red.name = Красная team.red.name = Красная
team.orange.name = Оранжевая team.orange.name = Оранжевая
@@ -668,7 +668,6 @@ tutorial.daggerfactory = Постройте[accent] завод по произв
tutorial.router = Заводы нуждаются в ресурсах для работы.\nСоздайте маршрутизатор для разделения ресурсов конвейера. tutorial.router = Заводы нуждаются в ресурсах для работы.\nСоздайте маршрутизатор для разделения ресурсов конвейера.
tutorial.dagger = Соедините силовой узел с заводом.\nПосле выполнения требований будет создан мех. \n\nПри необходимости создайте дополнительные буры, генераторы и конвейеры. tutorial.dagger = Соедините силовой узел с заводом.\nПосле выполнения требований будет создан мех. \n\nПри необходимости создайте дополнительные буры, генераторы и конвейеры.
tutorial.battle = [LIGHT_GRAY] Враг[] показал своё ядро.\nУничтожьте его своим мехом и вашой новой боевой единицой. tutorial.battle = [LIGHT_GRAY] Враг[] показал своё ядро.\nУничтожьте его своим мехом и вашой новой боевой единицой.
block.core.description = Самое главное здание в игре.
block.copper-wall.description = Дешевый оборонительный блок.\nПолезно для защиты ядра и турелей во время первых волн. block.copper-wall.description = Дешевый оборонительный блок.\nПолезно для защиты ядра и турелей во время первых волн.
block.copper-wall-large.description = Большая стена самым маленьким запасом прочности.\n Хороша в начале игры. block.copper-wall-large.description = Большая стена самым маленьким запасом прочности.\n Хороша в начале игры.
block.dense-alloy-wall.description = Стена с показателем прочности "ниже среднего". block.dense-alloy-wall.description = Стена с показателем прочности "ниже среднего".

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@@ -9,8 +9,6 @@ text.link.itch.io.description = Bilgisayar ve Site versiyonunun bulundugu Site
text.link.google-play.description = Google Play magaza sayfasi text.link.google-play.description = Google Play magaza sayfasi
text.link.wiki.description = Orjinal Mindustry Bilgilendirme Sayfasi text.link.wiki.description = Orjinal Mindustry Bilgilendirme Sayfasi
text.linkfail = Link Acilamadi!\nLink sizin icin kopyalandi. text.linkfail = Link Acilamadi!\nLink sizin icin kopyalandi.
text.editor.web = The web version does not support the editor!\nDownload the game to use it.
text.web.unsupported = Site versiyonu bunu desteklemiyor! Bilgisayar versiyonunu indirmeniz gerek.
text.gameover = Cekirdegin yok edildi. text.gameover = Cekirdegin yok edildi.
text.gameover.pvp = The[accent] {0}[] team is victorious! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = Sektor kaybedildi. Geri gitmek ister misin? text.sector.gameover = Sektor kaybedildi. Geri gitmek ister misin?
@@ -288,6 +286,7 @@ text.no = Hayir
text.info.title = [accent]Bilgi text.info.title = [accent]Bilgi
text.error.title = [crimson]Bir hata olustu text.error.title = [crimson]Bir hata olustu
text.error.crashtitle = Bir hata olustu text.error.crashtitle = Bir hata olustu
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Yapi bilgisi text.blocks.blockinfo = Yapi bilgisi
text.blocks.powercapacity = Guc kapasitesi text.blocks.powercapacity = Guc kapasitesi
text.blocks.powershot = Guc/Saldiri hizi text.blocks.powershot = Guc/Saldiri hizi
@@ -320,7 +319,8 @@ text.blocks.coolant = Sogutma sivisi
text.blocks.coolantuse = Sogutma sivi kullanimi text.blocks.coolantuse = Sogutma sivi kullanimi
text.blocks.inputliquidfuel = Yakit sivisi text.blocks.inputliquidfuel = Yakit sivisi
text.blocks.liquidfueluse = Sivi yakit kullanimi text.blocks.liquidfueluse = Sivi yakit kullanimi
text.blocks.explosive = Patlayici! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Can text.blocks.health = Can
text.blocks.inaccuracy = sekme text.blocks.inaccuracy = sekme
text.blocks.shots = vuruslar text.blocks.shots = vuruslar
@@ -345,6 +345,7 @@ text.category.liquids = sivilar
text.category.items = esyalar text.category.items = esyalar
text.category.crafting = uretim text.category.crafting = uretim
text.category.shooting = sikma text.category.shooting = sikma
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = Yok setting.fpscap.none = Yok
@@ -361,7 +362,6 @@ setting.sensitivity.name = Kumanda hassasligi
setting.saveinterval.name = Otomatik kaydetme suresi setting.saveinterval.name = Otomatik kaydetme suresi
setting.seconds = {0} Saniye setting.seconds = {0} Saniye
setting.fullscreen.name = Tam ekran setting.fullscreen.name = Tam ekran
setting.multithread.name = Parcaciklar
setting.fps.name = FPS'i goster setting.fps.name = FPS'i goster
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Guc lazerlerini goster setting.lasers.name = Guc lazerlerini goster
@@ -406,8 +406,6 @@ mode.waves.name = Dalgali
mode.waves.description = Klasik mod. Dalgalara karsi cekirdegi koru. mode.waves.description = Klasik mod. Dalgalara karsi cekirdegi koru.
mode.sandbox.name = Serbest mode.sandbox.name = Serbest
mode.sandbox.description = Sonsuz esyalar ve Dalga suresi yok mode.sandbox.description = Sonsuz esyalar ve Dalga suresi yok
mode.custom.warning = Note that blocks cannot be used in custom games until they are unlocked in sectors.\n\n[LIGHT_GRAY]If you have not unlocked any blocks, none will appear.
mode.custom.warning.read = Just to make sure you've read it:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = Yapi Yapma mode.freebuild.name = Yapi Yapma
mode.freebuild.description = Sinirli esyalar ama dalga suresi yok. mode.freebuild.description = Sinirli esyalar ama dalga suresi yok.
mode.pvp.name = PvP mode.pvp.name = PvP

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@@ -9,8 +9,6 @@ text.link.itch.io.description = PC yüklemeleri ve web sürümü ile itch.io say
text.link.google-play.description = Google Play mağaza sayfası text.link.google-play.description = Google Play mağaza sayfası
text.link.wiki.description = Resmi Mindustry Wikipedi'si text.link.wiki.description = Resmi Mindustry Wikipedi'si
text.linkfail = Bağlantıılamadı! URL, yazı tahtanıza kopyalandı. text.linkfail = Bağlantıılamadı! URL, yazı tahtanıza kopyalandı.
text.editor.web = Web sürümü editörü desteklemiyor! Editörü kullanmak için oyunu indirin.
text.web.unsupported = The web version does not support this feature! Download the game to use it.
text.gameover = Çekirdek yok edildi. text.gameover = Çekirdek yok edildi.
text.gameover.pvp = The[accent] {0}[] team is victorious! text.gameover.pvp = The[accent] {0}[] team is victorious!
text.sector.gameover = This sector has been lost. Re-deploy? text.sector.gameover = This sector has been lost. Re-deploy?
@@ -288,6 +286,7 @@ text.no = No
text.info.title = [Vurgu] Bilgi text.info.title = [Vurgu] Bilgi
text.error.title = [crimson] Bir hata oluştu text.error.title = [crimson] Bir hata oluştu
text.error.crashtitle = Bir hata oluştu text.error.crashtitle = Bir hata oluştu
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Blok Bilgisi text.blocks.blockinfo = Blok Bilgisi
text.blocks.powercapacity = Güç kapasitesi text.blocks.powercapacity = Güç kapasitesi
text.blocks.powershot = Güç / atış text.blocks.powershot = Güç / atış
@@ -320,7 +319,8 @@ text.blocks.coolant = Coolant
text.blocks.coolantuse = Coolant Use text.blocks.coolantuse = Coolant Use
text.blocks.inputliquidfuel = Fuel Liquid text.blocks.inputliquidfuel = Fuel Liquid
text.blocks.liquidfueluse = Liquid Fuel Use text.blocks.liquidfueluse = Liquid Fuel Use
text.blocks.explosive = Çok patlayıcı! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Can text.blocks.health = Can
text.blocks.inaccuracy = yanlışlık text.blocks.inaccuracy = yanlışlık
text.blocks.shots = atışlar text.blocks.shots = atışlar
@@ -345,6 +345,7 @@ text.category.liquids = Liquids
text.category.items = Items text.category.items = Items
text.category.crafting = Crafting text.category.crafting = Crafting
text.category.shooting = Shooting text.category.shooting = Shooting
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target setting.autotarget.name = Auto-Target
setting.fpscap.name = Max FPS setting.fpscap.name = Max FPS
setting.fpscap.none = None setting.fpscap.none = None
@@ -361,7 +362,6 @@ setting.sensitivity.name = Denetleyici hassasiyeti
setting.saveinterval.name = Otomatik Kaydetme Aralığı setting.saveinterval.name = Otomatik Kaydetme Aralığı
setting.seconds = saniye setting.seconds = saniye
setting.fullscreen.name = Tam ekran setting.fullscreen.name = Tam ekran
setting.multithread.name = Çok iş parçacığı
setting.fps.name = Saniyede ... Kare göstermek setting.fps.name = Saniyede ... Kare göstermek
setting.vsync.name = VSync setting.vsync.name = VSync
setting.lasers.name = Güç Lazerleri Göster setting.lasers.name = Güç Lazerleri Göster
@@ -406,8 +406,6 @@ mode.waves.name = dalgalar
mode.waves.description = normal mod. sınırlı kaynaklar ve otomatik gelen dalgalar. mode.waves.description = normal mod. sınırlı kaynaklar ve otomatik gelen dalgalar.
mode.sandbox.name = Limitsiz Oynama mode.sandbox.name = Limitsiz Oynama
mode.sandbox.description = sonsuz kaynaklar ve dalgalar için zamanlayıcı yok. mode.sandbox.description = sonsuz kaynaklar ve dalgalar için zamanlayıcı yok.
mode.custom.warning = Note that blocks cannot be used in custom games until they are unlocked in sectors.\n\n[LIGHT_GRAY]If you have not unlocked any blocks, none will appear.
mode.custom.warning.read = Just to make sure you've read it:\n[scarlet]UNLOCKS IN CUSTOM GAMES DO NOT CARRY OVER TO SECTORS OR OTHER MODES!\n\n[LIGHT_GRAY](I wish this wasn't necessary, but apparently it is)
mode.freebuild.name = Özgür Oynama mode.freebuild.name = Özgür Oynama
mode.freebuild.description = sınırlı kaynaklar ve dalgalar için zamanlayıcı yok. mode.freebuild.description = sınırlı kaynaklar ve dalgalar için zamanlayıcı yok.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = Itch.io сторінка з веб-версіє
text.link.google-play.description = Скачати з Google Play для Android text.link.google-play.description = Скачати з Google Play для Android
text.link.wiki.description = Офіційна Mindustry вікі (англ.) text.link.wiki.description = Офіційна Mindustry вікі (англ.)
text.linkfail = Не вдалося відкрити посилання!\nURL-адреса скопійовано у ваш буфер обміну. text.linkfail = Не вдалося відкрити посилання!\nURL-адреса скопійовано у ваш буфер обміну.
text.editor.web = Веб-версія не підтримує редактора! \nЗавантажте гру, щоб використовувати його.
text.web.unsupported = Веб-версія не підтримує цю функцію! Завантажте гру, щоб використовувати її.
text.gameover = Гру закінчено text.gameover = Гру закінчено
text.gameover.pvp = [accent] {0}[] команда перемогла! text.gameover.pvp = [accent] {0}[] команда перемогла!
text.sector.gameover = Цей сектор було втрачено. Повторно висадитися? text.sector.gameover = Цей сектор було втрачено. Повторно висадитися?
@@ -288,6 +286,7 @@ text.no = Ні
text.info.title = [accent]Інформація text.info.title = [accent]Інформація
text.error.title = [crimson]Виникла помилка text.error.title = [crimson]Виникла помилка
text.error.crashtitle = Виникла помилка text.error.crashtitle = Виникла помилка
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = Інформація про блок text.blocks.blockinfo = Інформація про блок
text.blocks.powercapacity = Місткість енергії text.blocks.powercapacity = Місткість енергії
text.blocks.powershot = Енергія/постріл text.blocks.powershot = Енергія/постріл
@@ -320,7 +319,8 @@ text.blocks.coolant = Охолоджуюча рідина
text.blocks.coolantuse = Охолодж. рідини використовуеться text.blocks.coolantuse = Охолодж. рідини використовуеться
text.blocks.inputliquidfuel = Рідке паливо text.blocks.inputliquidfuel = Рідке паливо
text.blocks.liquidfueluse = Рідкого палива використовуеться text.blocks.liquidfueluse = Рідкого палива використовуеться
text.blocks.explosive = Вибухонебезпечний! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = Здоров'я text.blocks.health = Здоров'я
text.blocks.inaccuracy = Розкид text.blocks.inaccuracy = Розкид
text.blocks.shots = Постріли text.blocks.shots = Постріли
@@ -345,6 +345,7 @@ text.category.liquids = Рідинне
text.category.items = Елементи text.category.items = Елементи
text.category.crafting = Створення text.category.crafting = Створення
text.category.shooting = Стрільба text.category.shooting = Стрільба
text.category.optional = Optional Enhancements
setting.autotarget.name = Авто-ціль setting.autotarget.name = Авто-ціль
setting.fpscap.name = Макс. FPS setting.fpscap.name = Макс. FPS
setting.fpscap.none = Необмежений setting.fpscap.none = Необмежений
@@ -361,7 +362,6 @@ setting.sensitivity.name = Чутливість контролера
setting.saveinterval.name = Інтервал автозбереження setting.saveinterval.name = Інтервал автозбереження
setting.seconds = {0} сек. setting.seconds = {0} сек.
setting.fullscreen.name = Повноекранний режим setting.fullscreen.name = Повноекранний режим
setting.multithread.name = Багатопотоковість (TPS)
setting.fps.name = Показати FPS setting.fps.name = Показати FPS
setting.vsync.name = Вертикальна синхронізація setting.vsync.name = Вертикальна синхронізація
setting.lasers.name = Показати енергетичні лазери setting.lasers.name = Показати енергетичні лазери
@@ -406,8 +406,6 @@ mode.waves.name = Хвилі
mode.waves.description = Нормальний режим. Обмежені ресурси та автоматичні хвилі. mode.waves.description = Нормальний режим. Обмежені ресурси та автоматичні хвилі.
mode.sandbox.name = Пісочниця mode.sandbox.name = Пісочниця
mode.sandbox.description = Нескінченні ресурси і нема таймера для хвиль. mode.sandbox.description = Нескінченні ресурси і нема таймера для хвиль.
mode.custom.warning = [scarlet]РОЗБЛОКОВАНЕ В КОРИСТУВАЛЬНИЦЬКИХ ІГРАХ АБО НА СЕРВЕРАХ НЕ ЗБЕРІГАЄТЬСЯ.\n\nГрайте у секторах для розблокування.
mode.custom.warning.read = Уважно прочитайте це!:\n[scarlet]РОЗБЛОКОВАНЕ В КОРИСТУВАЛЬНИЦЬКИХ ІГРАХ АБО В ІНШИХ РЕЖИМАХ ГРИ НЕ ПОШИРЮЄТЬСЯ НА СЕКТОРИ ТА ІНШІ РЕЖИМИ ГРИ!\n\n[LIGHT_GRAY](Я б хотів, щоб це не було необхідно, але, мабуть, це так)
mode.freebuild.name = Вільний режим mode.freebuild.name = Вільний режим
mode.freebuild.description = обмежені ресурси і немає таймера для хвиль. mode.freebuild.description = обмежені ресурси і немає таймера для хвиль.
mode.pvp.name = PvP mode.pvp.name = PvP

View File

@@ -9,8 +9,6 @@ text.link.itch.io.description = PC版下载和网页版(itch.io)
text.link.google-play.description = 从谷歌商店获取安卓版 text.link.google-play.description = 从谷歌商店获取安卓版
text.link.wiki.description = 官方 Mindustry 维基 text.link.wiki.description = 官方 Mindustry 维基
text.linkfail = 打开链接失败!\nURL 已经复制到剪贴板。 text.linkfail = 打开链接失败!\nURL 已经复制到剪贴板。
text.editor.web = 网页版不支持地图编辑器!\n下载以使用编辑器。
text.web.unsupported = 网页版不支持此功能,请下载以使用此功能。
text.gameover = 你的核心被摧毁了! text.gameover = 你的核心被摧毁了!
text.gameover.pvp = accent] {0}[] 队获胜! text.gameover.pvp = accent] {0}[] 队获胜!
text.sector.gameover = 这个区域失守了,要重新部署吗? text.sector.gameover = 这个区域失守了,要重新部署吗?
@@ -288,6 +286,7 @@ text.no = 不
text.info.title = [accent]详情 text.info.title = [accent]详情
text.error.title = [crimson]发生了一个错误 text.error.title = [crimson]发生了一个错误
text.error.crashtitle = 发生了一个错误 text.error.crashtitle = 发生了一个错误
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = 方块详情 text.blocks.blockinfo = 方块详情
text.blocks.powercapacity = 能量容量 text.blocks.powercapacity = 能量容量
text.blocks.powershot = 能量/发射 text.blocks.powershot = 能量/发射
@@ -320,7 +319,8 @@ text.blocks.coolant = 冷却剂
text.blocks.coolantuse = 冷却剂使用速度 text.blocks.coolantuse = 冷却剂使用速度
text.blocks.inputliquidfuel = 液体燃料输入 text.blocks.inputliquidfuel = 液体燃料输入
text.blocks.liquidfueluse = 液体燃料使用速度 text.blocks.liquidfueluse = 液体燃料使用速度
text.blocks.explosive = 易爆炸! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = 生命值 text.blocks.health = 生命值
text.blocks.inaccuracy = 误差 text.blocks.inaccuracy = 误差
text.blocks.shots = 发射数 text.blocks.shots = 发射数
@@ -345,6 +345,7 @@ text.category.liquids = 液体
text.category.items = 物品 text.category.items = 物品
text.category.crafting = 制造 text.category.crafting = 制造
text.category.shooting = 发射 text.category.shooting = 发射
text.category.optional = Optional Enhancements
setting.autotarget.name = 自动发射 setting.autotarget.name = 自动发射
setting.fpscap.name = 最高 FPS setting.fpscap.name = 最高 FPS
setting.fpscap.none = setting.fpscap.none =
@@ -361,7 +362,6 @@ setting.sensitivity.name = 控制器灵敏度
setting.saveinterval.name = 自动保存间隔 setting.saveinterval.name = 自动保存间隔
setting.seconds = {0} 秒 setting.seconds = {0} 秒
setting.fullscreen.name = 全屏 setting.fullscreen.name = 全屏
setting.multithread.name = 多线程
setting.fps.name = 显示 FPS setting.fps.name = 显示 FPS
setting.vsync.name = 帧同步 setting.vsync.name = 帧同步
setting.lasers.name = 显示能量射线 setting.lasers.name = 显示能量射线
@@ -406,8 +406,6 @@ mode.waves.name = 普通
mode.waves.description = 普通模式,有限的资源和自动生成敌人。 mode.waves.description = 普通模式,有限的资源和自动生成敌人。
mode.sandbox.name = 沙盒 mode.sandbox.name = 沙盒
mode.sandbox.description = 无限的资源,不会自动生成敌人。 mode.sandbox.description = 无限的资源,不会自动生成敌人。
mode.custom.warning = 请注意,方块在区域内解锁之前,不能用于自定义游戏。\n\n[LIGHT_GRAY]如果您没有解锁任何方块,则不会出现任何方块。
mode.custom.warning.read = 确保你已经阅读过它:\n[scarlet]自定义游戏的解锁不带至区域或其他模式!\n\n[LIGHT_GRAY](我希望这不是必要的,但显然是必要的)
mode.freebuild.name = 自由建造 mode.freebuild.name = 自由建造
mode.freebuild.description = 有限的资源,不会自动生成敌人。 mode.freebuild.description = 有限的资源,不会自动生成敌人。
mode.pvp.name = PvP mode.pvp.name = PvP
@@ -495,6 +493,7 @@ text.mech.ability = [LIGHT_GRAY]能力:{0}
text.liquid.heatcapacity = [LIGHT_GRAY]热容量:{0} text.liquid.heatcapacity = [LIGHT_GRAY]热容量:{0}
text.liquid.viscosity = [LIGHT_GRAY]粘度:{0} text.liquid.viscosity = [LIGHT_GRAY]粘度:{0}
text.liquid.temperature = [LIGHT_GRAY]温度:{0} text.liquid.temperature = [LIGHT_GRAY]温度:{0}
block.constructing = {0}\n[LIGHT_GRAY](Constructing)
block.spawn.name = 敌人出生点 block.spawn.name = 敌人出生点
block.core.name = 核心 block.core.name = 核心
block.metalfloor.name = 金属地板 block.metalfloor.name = 金属地板

View File

@@ -9,8 +9,6 @@ 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.google-play.description = Google Play 商店頁面
text.link.wiki.description = 官方 Mindustry 維基 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.linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
text.editor.web = 線上版本不支援地圖編輯器!\n請下載遊戲以使用這項功能。
text.web.unsupported = 線上版本不支援此功能!請下載遊戲以使用這項功能。
text.gameover = 核心已被摧毀。 text.gameover = 核心已被摧毀。
text.gameover.pvp = [accent]{0}[]隊得到勝利! text.gameover.pvp = [accent]{0}[]隊得到勝利!
text.sector.gameover = 這個區域失守了,重新部署? text.sector.gameover = 這個區域失守了,重新部署?
@@ -288,6 +286,7 @@ text.no = 否
text.info.title = [accent]資訊 text.info.title = [accent]資訊
text.error.title = [crimson]發生錯誤 text.error.title = [crimson]發生錯誤
text.error.crashtitle = 發生錯誤 text.error.crashtitle = 發生錯誤
text.blocks.unknown = [LIGHT_GRAY]???
text.blocks.blockinfo = 方塊資訊 text.blocks.blockinfo = 方塊資訊
text.blocks.powercapacity = 蓄電量 text.blocks.powercapacity = 蓄電量
text.blocks.powershot = 能源/射擊 text.blocks.powershot = 能源/射擊
@@ -320,7 +319,8 @@ text.blocks.coolant = 冷卻劑
text.blocks.coolantuse = 使用冷卻劑 text.blocks.coolantuse = 使用冷卻劑
text.blocks.inputliquidfuel = 輸入液體燃料 text.blocks.inputliquidfuel = 輸入液體燃料
text.blocks.liquidfueluse = 使用液體燃料速度 text.blocks.liquidfueluse = 使用液體燃料速度
text.blocks.explosive = 容易爆炸! text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.health = 耐久度 text.blocks.health = 耐久度
text.blocks.inaccuracy = 誤差 text.blocks.inaccuracy = 誤差
text.blocks.shots = 射擊數 text.blocks.shots = 射擊數
@@ -345,6 +345,7 @@ text.category.liquids = 液體
text.category.items = 物品 text.category.items = 物品
text.category.crafting = 合成 text.category.crafting = 合成
text.category.shooting = 射擊 text.category.shooting = 射擊
text.category.optional = Optional Enhancements
setting.autotarget.name = 自動射擊 setting.autotarget.name = 自動射擊
setting.fpscap.name = 最大螢幕刷新率 setting.fpscap.name = 最大螢幕刷新率
setting.fpscap.none = 没有 setting.fpscap.none = 没有
@@ -361,7 +362,6 @@ setting.sensitivity.name = 控制器靈敏度
setting.saveinterval.name = 自動存檔間隔 setting.saveinterval.name = 自動存檔間隔
setting.seconds = {0}秒 setting.seconds = {0}秒
setting.fullscreen.name = 全螢幕 setting.fullscreen.name = 全螢幕
setting.multithread.name = 多執行緒
setting.fps.name = 顯示螢幕刷新率 setting.fps.name = 顯示螢幕刷新率
setting.vsync.name = 垂直同步 setting.vsync.name = 垂直同步
setting.lasers.name = 顯示雷射光束 setting.lasers.name = 顯示雷射光束
@@ -406,8 +406,6 @@ mode.waves.name = 一般
mode.waves.description = 一般模式,有限的資源與自動來襲的波次。 mode.waves.description = 一般模式,有限的資源與自動來襲的波次。
mode.sandbox.name = 沙盒 mode.sandbox.name = 沙盒
mode.sandbox.description = 無限的資源,與不倒數計時的波次。 mode.sandbox.description = 無限的資源,與不倒數計時的波次。
mode.custom.warning = 請注意,方塊在區域內解鎖之前,不能用於自訂遊戲。\n\n[LIGHT_GRAY]如果您沒有解鎖任何方塊,則不會出現任何方塊。
mode.custom.warning.read = 確保你已閱讀過它:\n[scarlet]自訂遊戲的解鎖不帶至區域或其他模式!\n\n[LIGHT_GRAY](我希望這不是必要的,但顯然是必要的)
mode.freebuild.name = 自由建造 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.freebuild.description = 有限的資源,與不倒數計時的波次。
mode.pvp.name = 對戰 mode.pvp.name = 對戰

View File

@@ -12,7 +12,6 @@ precision highp int;
uniform sampler2D u_texture; uniform sampler2D u_texture;
uniform vec2 u_texsize; uniform vec2 u_texsize;
uniform float u_time; uniform float u_time;
uniform float u_scaling;
uniform float u_dp; uniform float u_dp;
uniform vec2 u_offset; uniform vec2 u_offset;
@@ -28,7 +27,7 @@ void main() {
vec2 T = v_texCoord.xy; vec2 T = v_texCoord.xy;
vec2 coords = (T * u_texsize) + u_offset; vec2 coords = (T * u_texsize) + u_offset;
T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 240.0, sin(coords.x / 3.0 + u_time / 20.0) / 240.0) * u_scaling; T += vec2(sin(coords.y / 3.0 + u_time / 20.0), sin(coords.x / 3.0 + u_time / 20.0)) / u_texsize;
float si = sin(u_time / 20.0) / 8.0; float si = sin(u_time / 20.0) / 8.0;
vec4 color = texture2D(u_texture, T); vec4 color = texture2D(u_texture, T);

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@@ -5,8 +5,7 @@ Color: {
gray: {a: 1, b: 0.32, g: 0.32, r: 0.32 }, gray: {a: 1, b: 0.32, g: 0.32, r: 0.32 },
lightgray: {a: 1, b: 0.65, g: 0.65, r: 0.65 } lightgray: {a: 1, b: 0.65, g: 0.65, r: 0.65 }
orange: {hex: "FFA500"}, orange: {hex: "FFA500"},
accent: {hex: "f4ba6e"}, accent: {hex: "ffd37f"}
accentDark: {hex: "f4ba6e"},
}, },
TintedDrawable: { TintedDrawable: {
dialogDim: {name: white, color: {r: 0, g: 0, b: 0, a: 0.9} }, dialogDim: {name: white, color: {r: 0, g: 0, b: 0, a: 0.9} },
@@ -15,12 +14,12 @@ TintedDrawable: {
chatfield: {name: white, color: {r: 0, g: 0, b: 0, a: 0.2}}, chatfield: {name: white, color: {r: 0, g: 0, b: 0, a: 0.2}},
clear: {name: white, color: {r: 0.1, g: 0.1, b: 0.1, a: 0.75}}, clear: {name: white, color: {r: 0.1, g: 0.1, b: 0.1, a: 0.75}},
none: {name: white, color: {r: 0, g: 0, b: 0, a: 0}}, none: {name: white, color: {r: 0, g: 0, b: 0, a: 0}},
clear-over: {name: white, color: {r: 1, g: 1, b: 1, a: 0.2} }, clear-over: {name: white, color: { hex: "#ffffff82" }},
clear-down: {name: white, color: {r: 1, g: 1, b: 1, a: 0.4} } clear-alpha: {name: white, color: { hex: "#ffd37fff" }},
clear-down: {name: white, color: { hex: "#ffd37fff" }}
}, },
ButtonStyle: { ButtonStyle: {
default: {down: button-down, up: button }, default: {down: button-down, up: button },
menu: {up: text-sides, over: text-sides-over, down: text-sides-down},
toggle: {checked: button-down, down: button-down, up: button } toggle: {checked: button-down, down: button-down, up: button }
}, },
TextButtonStyle: { TextButtonStyle: {
@@ -28,6 +27,7 @@ TextButtonStyle: {
discord: {font: default-font, fontColor: white, up: discord-banner}, discord: {font: default-font, fontColor: white, up: discord-banner},
info: {font: default-font, fontColor: white, up: info-banner}, info: {font: default-font, fontColor: white, up: info-banner},
clear: {down: clear-down, up: clear, over: clear-over, font: default-font, fontColor: white, disabledFontColor: gray }, clear: {down: clear-down, up: clear, over: clear-over, font: default-font, fontColor: white, disabledFontColor: gray },
clear-partial: {down: white, up: button-select, over: clear-down, font: default-font, fontColor: white, disabledFontColor: gray },
empty: {font: default-font}, empty: {font: default-font},
toggle: {font: default-font, fontColor: white, checked: button-down, down: button-down, up: button, over: button-over, disabled: button, disabledFontColor: gray } toggle: {font: default-font, fontColor: white, checked: button-down, down: button-down, up: button, over: button-over, disabled: button, disabledFontColor: gray }
}, },
@@ -40,6 +40,9 @@ ImageButtonStyle: {
toggle: {checked: button-down, down: button-down, up: button, imageDisabledColor: gray, imageUpColor: white }, toggle: {checked: button-down, down: button-down, up: button, imageDisabledColor: gray, imageUpColor: white },
select: {checked: button-select, up: none }, select: {checked: button-select, up: none },
clear: {down: clear-down, up: clear, over: clear-over}, clear: {down: clear-down, up: clear, over: clear-over},
clear-partial: {down: clear-down, up: none, over: clear-over},
clear-toggle: {down: clear-down, checked: clear-down, up: clear, over: clear-over},
clear-toggle-partial: {down: clear-down, checked: clear-down, up: none, over: clear-over},
}, },
ScrollPaneStyle: { ScrollPaneStyle: {
default: {background: border, vScroll: scroll, vScrollKnob: scroll-knob-vertical-black}, default: {background: border, vScroll: scroll, vScrollKnob: scroll-knob-vertical-black},

View File

@@ -33,6 +33,7 @@ public class Vars{
public static final String appName = "Mindustry"; public static final String appName = "Mindustry";
public static final String discordURL = "https://discord.gg/mindustry"; public static final String discordURL = "https://discord.gg/mindustry";
public static final String releasesURL = "https://api.github.com/repos/Anuken/Mindustry/releases"; public static final String releasesURL = "https://api.github.com/repos/Anuken/Mindustry/releases";
public static final String contributorsURL = "https://api.github.com/repos/Anuken/Mindustry/contributors";
public static final String crashReportURL = "http://mindustry.us.to/report"; public static final String crashReportURL = "http://mindustry.us.to/report";
//time between waves in frames (on normal mode) //time between waves in frames (on normal mode)
public static final float wavespace = 60 * 60 * 1.5f; public static final float wavespace = 60 * 60 * 1.5f;
@@ -49,8 +50,7 @@ public class Vars{
public static final int maxNameLength = 40; public static final int maxNameLength = 40;
public static final float itemSize = 5f; public static final float itemSize = 5f;
public static final int tilesize = 8; public static final int tilesize = 8;
public static final int sectorSize = 250; public static final int sectorSize = 256;
public static final int mapPadding = 3;
public static final int invalidSector = Integer.MAX_VALUE; public static final int invalidSector = Integer.MAX_VALUE;
public static Locale[] locales; public static Locale[] locales;
public static final Color[] playerColors = { public static final Color[] playerColors = {
@@ -73,6 +73,7 @@ public class Vars{
}; };
//server port //server port
public static final int port = 6567; public static final int port = 6567;
public static boolean disableUI;
public static boolean testMobile; public static boolean testMobile;
//shorthand for whether or not this is running on android or ios //shorthand for whether or not this is running on android or ios
public static boolean mobile; public static boolean mobile;
@@ -80,6 +81,8 @@ public class Vars{
public static boolean android; public static boolean android;
//main data directory //main data directory
public static FileHandle dataDirectory; public static FileHandle dataDirectory;
//subdirectory for screenshots
public static FileHandle screenshotDirectory;
//directory for user-created map data //directory for user-created map data
public static FileHandle customMapDirectory; public static FileHandle customMapDirectory;
//save file directory //save file directory
@@ -171,6 +174,7 @@ public class Vars{
android = Gdx.app.getType() == ApplicationType.Android; android = Gdx.app.getType() == ApplicationType.Android;
dataDirectory = Settings.getDataDirectory(appName); dataDirectory = Settings.getDataDirectory(appName);
screenshotDirectory = dataDirectory.child("screenshots/");
customMapDirectory = dataDirectory.child("maps/"); customMapDirectory = dataDirectory.child("maps/");
saveDirectory = dataDirectory.child("saves/"); saveDirectory = dataDirectory.child("saves/");
baseCameraScale = Math.round(Unit.dp.scl(4)); baseCameraScale = Math.round(Unit.dp.scl(4));

View File

@@ -21,7 +21,6 @@ import io.anuke.ucore.util.ThreadArray;
import static io.anuke.mindustry.Vars.*; import static io.anuke.mindustry.Vars.*;
//TODO consider using quadtrees for finding specific types of blocks within an area //TODO consider using quadtrees for finding specific types of blocks within an area
//TODO maybe use Arrays instead of ObjectSets?
/**Class used for indexing special target blocks for AI.*/ /**Class used for indexing special target blocks for AI.*/
@SuppressWarnings("unchecked") @SuppressWarnings("unchecked")

View File

@@ -182,7 +182,7 @@ public class Pathfinder{
} }
} }
state.spawner.checkAllQuadrants(); world.spawner.checkAllQuadrants();
} }
class PathData{ class PathData{

View File

@@ -43,43 +43,46 @@ public class Recipes implements ContentList{
new Recipe(defense, DefenseBlocks.surgeWallLarge, new ItemStack(Items.surgealloy, 12 * 4)); new Recipe(defense, DefenseBlocks.surgeWallLarge, new ItemStack(Items.surgealloy, 12 * 4));
//projectors //projectors
new Recipe(defense, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180)); new Recipe(effect, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180));
new Recipe(defense, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250)); new Recipe(effect, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
new Recipe(defense, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250)); new Recipe(effect, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
//extra blocks new Recipe(effect, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
new Recipe(defense, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25)) new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
new Recipe(effect, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25))
.setDependencies(Items.blastCompound); .setDependencies(Items.blastCompound);
//TURRETS //TURRETS
new Recipe(weapon, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true); new Recipe(turret, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true);
new Recipe(weapon, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 20)); new Recipe(turret, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 20));
new Recipe(weapon, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35)); new Recipe(turret, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35));
new Recipe(weapon, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90)); new Recipe(turret, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
new Recipe(weapon, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150)); new Recipe(turret, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
new Recipe(weapon, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130)); new Recipe(turret, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
new Recipe(weapon, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60)); new Recipe(turret, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
new Recipe(weapon, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120)); new Recipe(turret, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
new Recipe(weapon, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150)); new Recipe(turret, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150));
new Recipe(weapon, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250)); new Recipe(turret, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250));
new Recipe(weapon, TurretBlocks.spectre, new ItemStack(Items.copper, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 500), new ItemStack(Items.plastanium, 350), new ItemStack(Items.thorium, 500)); new Recipe(turret, TurretBlocks.spectre, new ItemStack(Items.copper, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 500), new ItemStack(Items.plastanium, 350), new ItemStack(Items.thorium, 500));
new Recipe(weapon, TurretBlocks.meltdown, new ItemStack(Items.copper, 500), new ItemStack(Items.lead, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 650), new ItemStack(Items.silicon, 650)); new Recipe(turret, TurretBlocks.meltdown, new ItemStack(Items.copper, 500), new ItemStack(Items.lead, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 650), new ItemStack(Items.silicon, 650));
//DISTRIBUTION //DISTRIBUTION
new Recipe(distribution, DistributionBlocks.conveyor, new ItemStack(Items.copper, 1)).setAlwaysUnlocked(true); new Recipe(distribution, DistributionBlocks.conveyor, new ItemStack(Items.copper, 1)).setAlwaysUnlocked(true);
new Recipe(distribution, DistributionBlocks.titaniumconveyor, new ItemStack(Items.copper, 2), new ItemStack(Items.titanium, 1)); new Recipe(distribution, DistributionBlocks.titaniumconveyor, new ItemStack(Items.copper, 2), new ItemStack(Items.titanium, 1));
new Recipe(distribution, DistributionBlocks.phaseConveyor, new ItemStack(Items.phasefabric, 10), new ItemStack(Items.silicon, 15), new ItemStack(Items.lead, 20), new ItemStack(Items.densealloy, 20)); new Recipe(distribution, DistributionBlocks.phaseConveyor, new ItemStack(Items.phasefabric, 10), new ItemStack(Items.silicon, 15), new ItemStack(Items.lead, 20), new ItemStack(Items.densealloy, 20));
//starter lead transportation //starter transport
new Recipe(distribution, DistributionBlocks.junction, new ItemStack(Items.copper, 2)).setAlwaysUnlocked(true); new Recipe(distribution, DistributionBlocks.junction, new ItemStack(Items.copper, 2)).setAlwaysUnlocked(true);
new Recipe(distribution, DistributionBlocks.router, new ItemStack(Items.copper, 6)).setAlwaysUnlocked(true); new Recipe(distribution, DistributionBlocks.router, new ItemStack(Items.copper, 6)).setAlwaysUnlocked(true);
//advanced densealloy transporation //advanced densealloy transporat
new Recipe(distribution, DistributionBlocks.distributor, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8)); new Recipe(distribution, DistributionBlocks.distributor, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 4)); new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 4));
new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 8)); new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.itemBridge, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8)); new Recipe(distribution, DistributionBlocks.itemBridge, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 400), new ItemStack(Items.silicon, 300), new ItemStack(Items.lead, 400), new ItemStack(Items.thorium, 250)); new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 250), new ItemStack(Items.silicon, 150), new ItemStack(Items.lead, 250), new ItemStack(Items.thorium, 100));
//CRAFTING //CRAFTING
@@ -131,9 +134,6 @@ public class Recipes implements ContentList{
new Recipe(power, PowerBlocks.thoriumReactor, new ItemStack(Items.lead, 600), new ItemStack(Items.silicon, 400), new ItemStack(Items.densealloy, 300), new ItemStack(Items.thorium, 300)); new Recipe(power, PowerBlocks.thoriumReactor, new ItemStack(Items.lead, 600), new ItemStack(Items.silicon, 400), new ItemStack(Items.densealloy, 300), new ItemStack(Items.thorium, 300));
new Recipe(power, PowerBlocks.rtgGenerator, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 150), new ItemStack(Items.phasefabric, 50), new ItemStack(Items.plastanium, 150), new ItemStack(Items.thorium, 100)); new Recipe(power, PowerBlocks.rtgGenerator, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 150), new ItemStack(Items.phasefabric, 50), new ItemStack(Items.plastanium, 150), new ItemStack(Items.thorium, 100));
new Recipe(distribution, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
new Recipe(distribution, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
new Recipe(distribution, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
//core disabled due to being broken //core disabled due to being broken
/*new Recipe(distribution, StorageBlocks.core, /*new Recipe(distribution, StorageBlocks.core,
new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500), new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500),
@@ -153,16 +153,16 @@ public class Recipes implements ContentList{
//UNITS //UNITS
//bodies //upgrades
new Recipe(units, UpgradeBlocks.dartPad, new ItemStack(Items.lead, 150), new ItemStack(Items.copper, 150), new ItemStack(Items.silicon, 200), new ItemStack(Items.titanium, 240)).setVisible(RecipeVisibility.desktopOnly); new Recipe(upgrade, UpgradeBlocks.dartPad, new ItemStack(Items.lead, 150), new ItemStack(Items.copper, 150), new ItemStack(Items.silicon, 200), new ItemStack(Items.titanium, 240)).setVisible(RecipeVisibility.desktopOnly);
new Recipe(units, UpgradeBlocks.tridentPad, new ItemStack(Items.lead, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200)); new Recipe(upgrade, UpgradeBlocks.tridentPad, new ItemStack(Items.lead, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200));
new Recipe(units, UpgradeBlocks.javelinPad, new ItemStack(Items.lead, 350), new ItemStack(Items.silicon, 450), new ItemStack(Items.titanium, 500), new ItemStack(Items.plastanium, 400), new ItemStack(Items.phasefabric, 200)); new Recipe(upgrade, UpgradeBlocks.javelinPad, new ItemStack(Items.lead, 350), new ItemStack(Items.silicon, 450), new ItemStack(Items.titanium, 500), new ItemStack(Items.plastanium, 400), new ItemStack(Items.phasefabric, 200));
new Recipe(units, UpgradeBlocks.glaivePad, new ItemStack(Items.lead, 450), new ItemStack(Items.silicon, 650), new ItemStack(Items.titanium, 700), new ItemStack(Items.plastanium, 600), new ItemStack(Items.surgealloy, 200)); new Recipe(upgrade, UpgradeBlocks.glaivePad, new ItemStack(Items.lead, 450), new ItemStack(Items.silicon, 650), new ItemStack(Items.titanium, 700), new ItemStack(Items.plastanium, 600), new ItemStack(Items.surgealloy, 200));
new Recipe(units, UpgradeBlocks.alphaPad, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 100), new ItemStack(Items.copper, 150)).setVisible(RecipeVisibility.mobileOnly); new Recipe(upgrade, UpgradeBlocks.alphaPad, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 100), new ItemStack(Items.copper, 150)).setVisible(RecipeVisibility.mobileOnly);
new Recipe(units, UpgradeBlocks.tauPad, new ItemStack(Items.lead, 250), new ItemStack(Items.densealloy, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250)); new Recipe(upgrade, UpgradeBlocks.tauPad, new ItemStack(Items.lead, 250), new ItemStack(Items.densealloy, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250));
new Recipe(units, UpgradeBlocks.deltaPad, new ItemStack(Items.lead, 350), new ItemStack(Items.densealloy, 350), new ItemStack(Items.copper, 400), new ItemStack(Items.silicon, 450), new ItemStack(Items.thorium, 300)); new Recipe(upgrade, UpgradeBlocks.deltaPad, new ItemStack(Items.lead, 350), new ItemStack(Items.densealloy, 350), new ItemStack(Items.copper, 400), new ItemStack(Items.silicon, 450), new ItemStack(Items.thorium, 300));
new Recipe(units, UpgradeBlocks.omegaPad, new ItemStack(Items.lead, 450), new ItemStack(Items.densealloy, 550), new ItemStack(Items.silicon, 650), new ItemStack(Items.thorium, 600), new ItemStack(Items.surgealloy, 240)); new Recipe(upgrade, UpgradeBlocks.omegaPad, new ItemStack(Items.lead, 450), new ItemStack(Items.densealloy, 550), new ItemStack(Items.silicon, 650), new ItemStack(Items.thorium, 600), new ItemStack(Items.surgealloy, 240));
//actual unit related stuff //actual unit related stuff
new Recipe(units, UnitBlocks.spiritFactory, new ItemStack(Items.copper, 70), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 130)); new Recipe(units, UnitBlocks.spiritFactory, new ItemStack(Items.copper, 70), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 130));

View File

@@ -37,6 +37,7 @@ public class UnitTypes implements ContentList{
}; };
spirit = new UnitType("spirit", Spirit.class, Spirit::new){{ spirit = new UnitType("spirit", Spirit.class, Spirit::new){{
weapon = Weapons.healBlasterDrone;
isFlying = true; isFlying = true;
drag = 0.01f; drag = 0.01f;
speed = 0.2f; speed = 0.2f;

View File

@@ -7,7 +7,7 @@ import io.anuke.mindustry.type.ContentType;
import io.anuke.mindustry.type.Weapon; import io.anuke.mindustry.type.Weapon;
public class Weapons implements ContentList{ public class Weapons implements ContentList{
public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, chainBlaster, shockgun, public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, healBlasterDrone, chainBlaster, shockgun,
sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles, artillery, laserBurster; sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles, artillery, laserBurster;
@Override @Override
@@ -169,6 +169,16 @@ public class Weapons implements ContentList{
ejectEffect = Fx.none; ejectEffect = Fx.none;
ammo = AmmoTypes.lancerLaser; ammo = AmmoTypes.lancerLaser;
}}; }};
healBlasterDrone = new Weapon("heal-blaster"){{
length = 1.5f;
reload = 40f;
width = 0.5f;
roundrobin = true;
ejectEffect = Fx.none;
recoil = 2f;
ammo = AmmoTypes.healBlaster;
}};
} }
@Override @Override

View File

@@ -33,9 +33,9 @@ public class DistributionBlocks extends BlockList implements ContentList{
}}; }};
phaseConveyor = new ItemBridge("phase-conveyor"){{ phaseConveyor = new ItemBridge("phase-conveyor"){{
range = 11; range = 12;
hasPower = true; hasPower = true;
consumes.powerDirect(0.05f); consumes.powerDirect(0.03f);
}}; }};
sorter = new Sorter("sorter"); sorter = new Sorter("sorter");
@@ -50,8 +50,8 @@ public class DistributionBlocks extends BlockList implements ContentList{
massDriver = new MassDriver("mass-driver"){{ massDriver = new MassDriver("mass-driver"){{
size = 3; size = 3;
itemCapacity = 80; itemCapacity = 60;
range = 340f; range = 440f;
}}; }};
} }
} }

View File

@@ -69,9 +69,9 @@ public class LiquidBlocks extends BlockList implements ContentList{
}}; }};
phaseConduit = new LiquidBridge("phase-conduit"){{ phaseConduit = new LiquidBridge("phase-conduit"){{
range = 11; range = 12;
hasPower = true; hasPower = true;
consumes.powerDirect(0.05f); consumes.powerDirect(0.03f);
}}; }};
} }
} }

View File

@@ -32,24 +32,13 @@ public class TurretBlocks extends BlockList implements ContentList{
hail = new ArtilleryTurret("hail"){{ hail = new ArtilleryTurret("hail"){{
ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary}; ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary};
reload = 70f; reload = 60f;
recoil = 2f; recoil = 2f;
range = 230f; range = 230f;
inaccuracy = 1f; inaccuracy = 1f;
shootCone = 10f; shootCone = 10f;
health = 120; health = 120;
}}; }};
/*
scatter = new BurstTurret("scatter"){{
ammoTypes = new AmmoType[]{AmmoTypes.flakCopper};
reload = 70f;
recoil = 2f;
shots = 3;
range = 220f;
inaccuracy = 2f;
shootCone = 40f;
health = 120;
}};*/
scorch = new LiquidTurret("scorch"){ scorch = new LiquidTurret("scorch"){
protected TextureRegion shootRegion; protected TextureRegion shootRegion;
@@ -117,11 +106,11 @@ public class TurretBlocks extends BlockList implements ContentList{
arc = new PowerTurret("arc"){{ arc = new PowerTurret("arc"){{
shootType = AmmoTypes.arc; shootType = AmmoTypes.arc;
reload = 55f; reload = 85f;
shootShake = 1f; shootShake = 1f;
shootCone = 40f; shootCone = 40f;
rotatespeed = 8f; rotatespeed = 8f;
powerUsed = 7 / 30f; powerUsed = 10f;
consumes.powerBuffered(30f); consumes.powerBuffered(30f);
range = 150f; range = 150f;
shootEffect = ShootFx.lightningShoot; shootEffect = ShootFx.lightningShoot;
@@ -132,7 +121,7 @@ public class TurretBlocks extends BlockList implements ContentList{
swarmer = new BurstTurret("swarmer"){{ swarmer = new BurstTurret("swarmer"){{
ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary, AmmoTypes.missileSurge}; ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary, AmmoTypes.missileSurge};
reload = 60f; reload = 50f;
shots = 4; shots = 4;
burstSpacing = 5; burstSpacing = 5;
inaccuracy = 10f; inaccuracy = 10f;
@@ -156,7 +145,7 @@ public class TurretBlocks extends BlockList implements ContentList{
size = 2; size = 2;
range = 120f; range = 120f;
ammoTypes = new AmmoType[]{AmmoTypes.bulletCopper, AmmoTypes.bulletDense, AmmoTypes.bulletPyratite, AmmoTypes.bulletThorium, AmmoTypes.bulletSilicon}; ammoTypes = new AmmoType[]{AmmoTypes.bulletCopper, AmmoTypes.bulletDense, AmmoTypes.bulletPyratite, AmmoTypes.bulletThorium, AmmoTypes.bulletSilicon};
reload = 40f; reload = 35f;
restitution = 0.03f; restitution = 0.03f;
ammoEjectBack = 3f; ammoEjectBack = 3f;
cooldown = 0.03f; cooldown = 0.03f;
@@ -216,7 +205,6 @@ public class TurretBlocks extends BlockList implements ContentList{
}}; }};
fuse = new ItemTurret("fuse"){{ fuse = new ItemTurret("fuse"){{
//TODO make it use power
ammoTypes = new AmmoType[]{AmmoTypes.fuseShotgun}; ammoTypes = new AmmoType[]{AmmoTypes.fuseShotgun};
reload = 50f; reload = 50f;
shootShake = 4f; shootShake = 4f;

View File

@@ -21,7 +21,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 5700; produceTime = 5700;
size = 2; size = 2;
consumes.powerDirect(0.08f); consumes.powerDirect(0.08f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30)}); consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30));
}}; }};
phantomFactory = new UnitFactory("phantom-factory"){{ phantomFactory = new UnitFactory("phantom-factory"){{
@@ -29,7 +29,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 7300; produceTime = 7300;
size = 2; size = 2;
consumes.powerDirect(0.2f); consumes.powerDirect(0.2f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80)}); consumes.items(new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80));
}}; }};
wraithFactory = new UnitFactory("wraith-factory"){{ wraithFactory = new UnitFactory("wraith-factory"){{
@@ -37,7 +37,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 1800; produceTime = 1800;
size = 2; size = 2;
consumes.powerDirect(0.1f); consumes.powerDirect(0.1f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 10), new ItemStack(Items.titanium, 10)}); consumes.items(new ItemStack(Items.silicon, 10), new ItemStack(Items.titanium, 10));
}}; }};
ghoulFactory = new UnitFactory("ghoul-factory"){{ ghoulFactory = new UnitFactory("ghoul-factory"){{
@@ -46,7 +46,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 3; size = 3;
consumes.powerDirect(0.2f); consumes.powerDirect(0.2f);
shadow = "shadow-round-3"; shadow = "shadow-round-3";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 30), new ItemStack(Items.titanium, 30), new ItemStack(Items.plastanium, 20)}); consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.titanium, 30), new ItemStack(Items.plastanium, 20));
}}; }};
revenantFactory = new UnitFactory("revenant-factory"){{ revenantFactory = new UnitFactory("revenant-factory"){{
@@ -55,7 +55,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 4; size = 4;
consumes.powerDirect(0.3f); consumes.powerDirect(0.3f);
shadow = "shadow-round-4"; shadow = "shadow-round-4";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 80), new ItemStack(Items.titanium, 80), new ItemStack(Items.plastanium, 50)}); consumes.items(new ItemStack(Items.silicon, 80), new ItemStack(Items.titanium, 80), new ItemStack(Items.plastanium, 50));
}}; }};
daggerFactory = new UnitFactory("dagger-factory"){{ daggerFactory = new UnitFactory("dagger-factory"){{
@@ -63,7 +63,7 @@ public class UnitBlocks extends BlockList implements ContentList{
produceTime = 1700; produceTime = 1700;
size = 2; size = 2;
consumes.powerDirect(0.05f); consumes.powerDirect(0.05f);
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 10)}); consumes.items(new ItemStack(Items.silicon, 10));
}}; }};
titanFactory = new UnitFactory("titan-factory"){{ titanFactory = new UnitFactory("titan-factory"){{
@@ -72,7 +72,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 3; size = 3;
consumes.powerDirect(0.15f); consumes.powerDirect(0.15f);
shadow = "shadow-round-3"; shadow = "shadow-round-3";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 20), new ItemStack(Items.thorium, 30)}); consumes.items(new ItemStack(Items.silicon, 20), new ItemStack(Items.thorium, 30));
}}; }};
fortressFactory = new UnitFactory("fortress-factory"){{ fortressFactory = new UnitFactory("fortress-factory"){{
@@ -81,7 +81,7 @@ public class UnitBlocks extends BlockList implements ContentList{
size = 3; size = 3;
consumes.powerDirect(0.2f); consumes.powerDirect(0.2f);
shadow = "shadow-round-3"; shadow = "shadow-round-3";
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50)}); consumes.items(new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50));
}}; }};
repairPoint = new RepairPoint("repair-point"){{ repairPoint = new RepairPoint("repair-point"){{

View File

@@ -43,7 +43,7 @@ public class TurretBullets extends BulletList implements ContentList{
}; };
healBullet = new BulletType(5.2f, 13){ healBullet = new BulletType(5.2f, 13){
float healAmount = 21f; float healPercent = 3f;
{ {
hiteffect = BulletFx.hitLaser; hiteffect = BulletFx.hitLaser;
@@ -51,6 +51,11 @@ public class TurretBullets extends BulletList implements ContentList{
collidesTeam = true; collidesTeam = true;
} }
@Override
public boolean collides(Bullet b, Tile tile){
return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;
}
@Override @Override
public void draw(Bullet b){ public void draw(Bullet b){
Draw.color(Palette.heal); Draw.color(Palette.heal);
@@ -67,8 +72,8 @@ public class TurretBullets extends BulletList implements ContentList{
tile = tile.target(); tile = tile.target();
if(tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){ if(tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
Effects.effect(BlockFx.healBlock, tile.drawx(), tile.drawy(), tile.block().size); Effects.effect(BlockFx.healBlockFull, Palette.heal, tile.drawx(), tile.drawy(), tile.block().size);
tile.entity.healBy(healAmount); tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
} }
} }
}; };
@@ -304,7 +309,7 @@ public class TurretBullets extends BulletList implements ContentList{
} }
}; };
arc = new BulletType(0.001f, 30){ arc = new BulletType(0.001f, 26){
{ {
lifetime = 1; lifetime = 1;
despawneffect = Fx.none; despawneffect = Fx.none;

View File

@@ -89,7 +89,7 @@ public class Control extends Module{
"color-1", Color.rgba8888(playerColors[11]), "color-1", Color.rgba8888(playerColors[11]),
"color-2", Color.rgba8888(playerColors[13]), "color-2", Color.rgba8888(playerColors[13]),
"color-3", Color.rgba8888(playerColors[9]), "color-3", Color.rgba8888(playerColors[9]),
"name", "player", "name", "",
"lastBuild", 0 "lastBuild", 0
); );
@@ -111,15 +111,6 @@ public class Control extends Module{
} }
state.set(State.playing); state.set(State.playing);
if(world.getSector() == null && !Settings.getBool("custom-warning-for-real-1", false)){
threads.runGraphics(() -> ui.showInfo("$mode.custom.warning", () ->
ui.showInfo("$mode.custom.warning.read", () -> {
Settings.putBool("custom-warning-for-real-1", true);
Settings.save();
})));
}
}); });
Events.on(WorldLoadGraphicsEvent.class, event -> { Events.on(WorldLoadGraphicsEvent.class, event -> {
@@ -382,6 +373,10 @@ public class Control extends Module{
} }
} }
if(Inputs.keyTap("screenshot")){
renderer.takeMapScreenshot();
}
}else{ }else{
if(!state.isPaused()){ if(!state.isPaused()){
Timers.update(); Timers.update();

View File

@@ -1,6 +1,5 @@
package io.anuke.mindustry.core; package io.anuke.mindustry.core;
import io.anuke.mindustry.ai.WaveSpawner;
import io.anuke.mindustry.game.Difficulty; import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.EventType.StateChangeEvent; import io.anuke.mindustry.game.EventType.StateChangeEvent;
import io.anuke.mindustry.game.GameMode; import io.anuke.mindustry.game.GameMode;
@@ -12,14 +11,21 @@ import static io.anuke.mindustry.Vars.unitGroups;
import static io.anuke.mindustry.Vars.waveTeam; import static io.anuke.mindustry.Vars.waveTeam;
public class GameState{ public class GameState{
/**Current wave number, can be anything in non-wave modes.*/
public int wave = 1; public int wave = 1;
/**Wave countdown in ticks.*/
public float wavetime; public float wavetime;
/**Whether the game is in game over state.*/
public boolean gameOver = false; public boolean gameOver = false;
/**The current game mode.*/
public GameMode mode = GameMode.waves; public GameMode mode = GameMode.waves;
/**The current difficulty for wave modes.*/
public Difficulty difficulty = Difficulty.normal; public Difficulty difficulty = Difficulty.normal;
public WaveSpawner spawner = new WaveSpawner(); /**Team data. Gets reset every new game.*/
public Teams teams = new Teams(); public Teams teams = new Teams();
/**Number of enemies in the game; only used clientside in servers.*/
public int enemies; public int enemies;
/**Current game state.*/
private State state = State.menu; private State state = State.menu;
public int enemies(){ public int enemies(){

View File

@@ -93,7 +93,7 @@ public class Logic extends Module{
} }
public void runWave(){ public void runWave(){
state.spawner.spawnEnemies(); world.spawner.spawnEnemies();
state.wave++; state.wave++;
state.wavetime = wavespace * state.difficulty.timeScaling; state.wavetime = wavespace * state.difficulty.timeScaling;

View File

@@ -15,6 +15,7 @@ import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest; import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
import io.anuke.mindustry.entities.traits.SyncTrait; import io.anuke.mindustry.entities.traits.SyncTrait;
import io.anuke.mindustry.entities.traits.TypeTrait; import io.anuke.mindustry.entities.traits.TypeTrait;
import io.anuke.mindustry.game.Version;
import io.anuke.mindustry.gen.Call; import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.gen.RemoteReadClient; import io.anuke.mindustry.gen.RemoteReadClient;
import io.anuke.mindustry.net.Net; import io.anuke.mindustry.net.Net;
@@ -95,6 +96,7 @@ public class NetClient extends Module{
ConnectPacket c = new ConnectPacket(); ConnectPacket c = new ConnectPacket();
c.name = player.name; c.name = player.name;
c.mobile = mobile; c.mobile = mobile;
c.versionType = Version.type;
c.color = Color.rgba8888(player.color); c.color = Color.rgba8888(player.color);
c.usid = getUsid(packet.addressTCP); c.usid = getUsid(packet.addressTCP);
c.uuid = Platform.instance.getUUID(); c.uuid = Platform.instance.getUUID();

View File

@@ -16,6 +16,7 @@ import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.Player; import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest; import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
import io.anuke.mindustry.entities.traits.SyncTrait; import io.anuke.mindustry.entities.traits.SyncTrait;
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
import io.anuke.mindustry.game.Team; import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.game.Version; import io.anuke.mindustry.game.Version;
import io.anuke.mindustry.gen.Call; import io.anuke.mindustry.gen.Call;
@@ -24,6 +25,7 @@ import io.anuke.mindustry.net.*;
import io.anuke.mindustry.net.Administration.PlayerInfo; import io.anuke.mindustry.net.Administration.PlayerInfo;
import io.anuke.mindustry.net.Packets.*; import io.anuke.mindustry.net.Packets.*;
import io.anuke.mindustry.world.Tile; import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.core.Events;
import io.anuke.ucore.core.Timers; import io.anuke.ucore.core.Timers;
import io.anuke.ucore.entities.Entities; import io.anuke.ucore.entities.Entities;
import io.anuke.ucore.entities.EntityGroup; import io.anuke.ucore.entities.EntityGroup;
@@ -76,6 +78,9 @@ public class NetServer extends Module{
private DataOutputStream dataStream = new DataOutputStream(syncStream); private DataOutputStream dataStream = new DataOutputStream(syncStream);
public NetServer(){ public NetServer(){
Events.on(WorldLoadEvent.class, event -> {
connections.clear();
});
Net.handleServer(Connect.class, (id, connect) -> { Net.handleServer(Connect.class, (id, connect) -> {
if(admins.isIPBanned(connect.addressTCP)){ if(admins.isIPBanned(connect.addressTCP)){
@@ -120,7 +125,7 @@ public class NetServer extends Module{
return; return;
} }
if(packet.version == -1 && Version.build != -1 && !admins.allowsCustomClients()){ if(packet.versionType == null || ((packet.version == -1 || !packet.versionType.equals("official")) && Version.build != -1 && !admins.allowsCustomClients())){
kick(id, KickReason.customClient); kick(id, KickReason.customClient);
return; return;
} }

View File

@@ -10,7 +10,6 @@ import io.anuke.ucore.core.Timers;
import io.anuke.ucore.function.Consumer; import io.anuke.ucore.function.Consumer;
import io.anuke.ucore.scene.ui.Dialog; import io.anuke.ucore.scene.ui.Dialog;
import io.anuke.ucore.scene.ui.TextField; import io.anuke.ucore.scene.ui.TextField;
import io.anuke.ucore.util.Log;
import java.util.Random; import java.util.Random;
@@ -29,7 +28,6 @@ public abstract class Platform {
if(!mobile) return; //this is mobile only, desktop doesn't need dialogs if(!mobile) return; //this is mobile only, desktop doesn't need dialogs
field.tapped(() -> { field.tapped(() -> {
Log.info("yappd");
Dialog dialog = new Dialog("", "dialog"); Dialog dialog = new Dialog("", "dialog");
dialog.setFillParent(true); dialog.setFillParent(true);
dialog.content().top(); dialog.content().top();

View File

@@ -1,10 +1,16 @@
package io.anuke.mindustry.core; package io.anuke.mindustry.core;
import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.PixmapIO;
import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.BufferUtils;
import com.badlogic.gdx.utils.ScreenUtils;
import com.badlogic.gdx.utils.TimeUtils;
import io.anuke.mindustry.content.fx.Fx; import io.anuke.mindustry.content.fx.Fx;
import io.anuke.mindustry.core.GameState.State; import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.Player; import io.anuke.mindustry.entities.Player;
@@ -33,6 +39,7 @@ import io.anuke.ucore.graphics.Lines;
import io.anuke.ucore.graphics.Surface; import io.anuke.ucore.graphics.Surface;
import io.anuke.ucore.modules.RendererModule; import io.anuke.ucore.modules.RendererModule;
import io.anuke.ucore.scene.utils.Cursors; import io.anuke.ucore.scene.utils.Cursors;
import io.anuke.ucore.util.Bundles;
import io.anuke.ucore.util.Mathf; import io.anuke.ucore.util.Mathf;
import io.anuke.ucore.util.Pooling; import io.anuke.ucore.util.Pooling;
import io.anuke.ucore.util.Translator; import io.anuke.ucore.util.Translator;
@@ -378,4 +385,44 @@ public class Renderer extends RendererModule{
targetscale = Mathf.clamp(targetscale, Math.round(s * 2), Math.round(s * 5)); targetscale = Mathf.clamp(targetscale, Math.round(s * 2), Math.round(s * 5));
} }
public void takeMapScreenshot(){
float vpW = Core.camera.viewportWidth, vpH = Core.camera.viewportHeight;
int w = world.width()*tilesize, h = world.height()*tilesize;
int pw = pixelSurface.width(), ph = pixelSurface.height();
showFog = false;
disableUI = true;
pixelSurface.setSize(w, h, true);
Graphics.getEffectSurface().setSize(w, h, true);
Core.camera.viewportWidth = w;
Core.camera.viewportHeight = h;
Core.camera.position.x = w/2f;
Core.camera.position.y = h/2f;
draw();
showFog = true;
disableUI = false;
Core.camera.viewportWidth = vpW;
Core.camera.viewportHeight = vpH;
pixelSurface.getBuffer().begin();
byte[] lines = ScreenUtils.getFrameBufferPixels(0, 0, w, h, true);
for(int i = 0; i < lines.length; i+= 4){
lines[i + 3] = (byte)255;
}
pixelSurface.getBuffer().end();
Pixmap fullPixmap = new Pixmap(w, h, Pixmap.Format.RGBA8888);
BufferUtils.copy(lines, 0, fullPixmap.getPixels(), lines.length);
FileHandle file = screenshotDirectory.child("screenshot-" + TimeUtils.millis() + ".png");
PixmapIO.writePNG(file, fullPixmap);
fullPixmap.dispose();
pixelSurface.setSize(pw, ph, false);
Graphics.getEffectSurface().setSize(pw, ph, false);
ui.showInfoFade(Bundles.format("text.screenshot", file.toString()));
}
} }

View File

@@ -28,6 +28,7 @@ import io.anuke.ucore.scene.ui.TextField.TextFieldFilter;
import io.anuke.ucore.scene.ui.TooltipManager; import io.anuke.ucore.scene.ui.TooltipManager;
import io.anuke.ucore.scene.ui.layout.Table; import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.scene.ui.layout.Unit; import io.anuke.ucore.scene.ui.layout.Unit;
import io.anuke.ucore.util.Strings;
import static io.anuke.mindustry.Vars.*; import static io.anuke.mindustry.Vars.*;
import static io.anuke.ucore.scene.actions.Actions.*; import static io.anuke.ucore.scene.actions.Actions.*;
@@ -122,6 +123,8 @@ public class UI extends SceneModule{
@Override @Override
public void update(){ public void update(){
if(disableUI) return;
if(Graphics.drawing()) Graphics.end(); if(Graphics.drawing()) Graphics.end();
act(); act();
@@ -293,4 +296,16 @@ public class UI extends SceneModule{
dialog.keyDown(Keys.BACK, dialog::hide); dialog.keyDown(Keys.BACK, dialog::hide);
dialog.show(); dialog.show();
} }
public String formatAmount(int number){
if(number >= 1000000){
return Strings.toFixed(number / 1000000f, 1) + "[gray]mil[]";
}else if(number >= 10000){
return number / 1000 + "[gray]k[]";
}else if(number >= 1000){
return Strings.toFixed(number / 1000f, 1) + "[gray]k[]";
}else{
return number + "";
}
}
} }

View File

@@ -5,6 +5,7 @@ import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ObjectMap; import com.badlogic.gdx.utils.ObjectMap;
import io.anuke.mindustry.ai.BlockIndexer; import io.anuke.mindustry.ai.BlockIndexer;
import io.anuke.mindustry.ai.Pathfinder; import io.anuke.mindustry.ai.Pathfinder;
import io.anuke.mindustry.ai.WaveSpawner;
import io.anuke.mindustry.content.blocks.Blocks; import io.anuke.mindustry.content.blocks.Blocks;
import io.anuke.mindustry.core.GameState.State; import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.game.EventType.TileChangeEvent; import io.anuke.mindustry.game.EventType.TileChangeEvent;
@@ -30,6 +31,7 @@ public class World extends Module{
public final WorldGenerator generator = new WorldGenerator(); public final WorldGenerator generator = new WorldGenerator();
public final BlockIndexer indexer = new BlockIndexer(); public final BlockIndexer indexer = new BlockIndexer();
public final Pathfinder pathfinder = new Pathfinder(); public final Pathfinder pathfinder = new Pathfinder();
public final WaveSpawner spawner = new WaveSpawner();
private Map currentMap; private Map currentMap;
private Sector currentSector; private Sector currentSector;

View File

@@ -17,6 +17,8 @@ import static io.anuke.mindustry.Vars.ui;
public enum EditorTool{ public enum EditorTool{
pick{ pick{
public void touched(MapEditor editor, int x, int y){ public void touched(MapEditor editor, int x, int y){
if(!Structs.inBounds(x, y, editor.getMap().width(), editor.getMap().height())) return;
byte bf = editor.getMap().read(x, y, DataPosition.floor); byte bf = editor.getMap().read(x, y, DataPosition.floor);
byte bw = editor.getMap().read(x, y, DataPosition.wall); byte bw = editor.getMap().read(x, y, DataPosition.wall);
byte link = editor.getMap().read(x, y, DataPosition.link); byte link = editor.getMap().read(x, y, DataPosition.link);

View File

@@ -175,7 +175,6 @@ public class MapView extends Element implements GestureListener{
public void clearStack(){ public void clearStack(){
stack.clear(); stack.clear();
//TODO clear und obuffer
} }
public OperationStack getStack(){ public OperationStack getStack(){
@@ -292,7 +291,6 @@ public class MapView extends Element implements GestureListener{
} }
} }
//todo is it really math.max?
float scaling = zoom * Math.min(width, height) / editor.getMap().width(); float scaling = zoom * Math.min(width, height) / editor.getMap().width();
Draw.color(Palette.accent); Draw.color(Palette.accent);

View File

@@ -19,10 +19,7 @@ import io.anuke.mindustry.graphics.Trail;
import io.anuke.mindustry.io.TypeIO; import io.anuke.mindustry.io.TypeIO;
import io.anuke.mindustry.net.Net; import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.net.NetConnection; import io.anuke.mindustry.net.NetConnection;
import io.anuke.mindustry.type.ContentType; import io.anuke.mindustry.type.*;
import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.type.Mech;
import io.anuke.mindustry.type.Weapon;
import io.anuke.mindustry.world.Block; import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile; import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.Floor; import io.anuke.mindustry.world.blocks.Floor;
@@ -192,6 +189,11 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
this.mining = tile; this.mining = tile;
} }
@Override
public boolean canMine(Item item){
return item.hardness <= mech.drillPower;
}
@Override @Override
public float getArmor(){ public float getArmor(){
return mech.armor + mech.getExtraArmor(this); return mech.armor + mech.getExtraArmor(this);

View File

@@ -209,7 +209,7 @@ public class Bullet extends BulletEntity<BulletType> implements TeamTrait, SyncT
if(tile == null) return false; if(tile == null) return false;
tile = tile.target(); tile = tile.target();
if(tile.entity != null && tile.entity.collide(this) && !tile.entity.isDead() && (type.collidesTeam || tile.getTeam() != team)){ if(tile.entity != null && tile.entity.collide(this) && type.collides(this, tile) && !tile.entity.isDead() && (type.collidesTeam || tile.getTeam() != team)){
if(tile.getTeam() != team){ if(tile.getTeam() != team){
tile.entity.collision(this); tile.entity.collision(this);
} }

View File

@@ -55,6 +55,10 @@ public abstract class BulletType extends Content implements BaseBulletType<Bulle
despawneffect = BulletFx.hitBulletSmall; despawneffect = BulletFx.hitBulletSmall;
} }
public boolean collides(Bullet bullet, Tile tile){
return true;
}
public void hitTile(Bullet b, Tile tile){ public void hitTile(Bullet b, Tile tile){
hit(b); hit(b);
} }

View File

@@ -58,6 +58,9 @@ public interface BuilderTrait extends Entity{
/**Build power, can be any float. 1 = builds recipes in normal time, 0 = doesn't build at all.*/ /**Build power, can be any float. 1 = builds recipes in normal time, 0 = doesn't build at all.*/
float getBuildPower(Tile tile); float getBuildPower(Tile tile);
/**Returns whether or not this builder can mine a specific item type.*/
boolean canMine(Item item);
/**Whether this type of builder can begin creating new blocks.*/ /**Whether this type of builder can begin creating new blocks.*/
default boolean canCreateBlocks(){ default boolean canCreateBlocks(){
return true; return true;
@@ -236,7 +239,8 @@ public interface BuilderTrait extends Entity{
Tile tile = getMineTile(); Tile tile = getMineTile();
TileEntity core = unit.getClosestCore(); TileEntity core = unit.getClosestCore();
if(core == null || tile.block() != Blocks.air || unit.distanceTo(tile.worldx(), tile.worldy()) > mineDistance || !unit.inventory.canAcceptItem(tile.floor().drops.item)){ if(core == null || tile.block() != Blocks.air || unit.distanceTo(tile.worldx(), tile.worldy()) > mineDistance
|| tile.floor().drops == null || !unit.inventory.canAcceptItem(tile.floor().drops.item) || !canMine(tile.floor().drops.item)){
setMineTile(null); setMineTile(null);
}else{ }else{
Item item = tile.floor().drops.item; Item item = tile.floor().drops.item;

View File

@@ -1,19 +0,0 @@
package io.anuke.mindustry.entities.traits;
import io.anuke.ucore.entities.trait.HealthTrait;
//TODO implement
public interface RepairTrait extends TeamTrait{
HealthTrait getRepairing();
void setRepairing(HealthTrait trait);
default void drawRepair(){
if(getRepairing() == null) return;
}
default void updateRepair(){
if(getRepairing() == null) return;
}
}

View File

@@ -19,7 +19,6 @@ import io.anuke.ucore.util.Bundles;
import io.anuke.ucore.util.Log; import io.anuke.ucore.util.Log;
import io.anuke.ucore.util.Strings; import io.anuke.ucore.util.Strings;
//TODO merge unit type with mech
public class UnitType extends UnlockableContent{ public class UnitType extends UnlockableContent{
protected final Supplier<? extends BaseUnit> constructor; protected final Supplier<? extends BaseUnit> constructor;

View File

@@ -1,14 +1,11 @@
package io.anuke.mindustry.entities.units.types; package io.anuke.mindustry.entities.units.types;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.utils.Queue; import com.badlogic.gdx.utils.Queue;
import io.anuke.mindustry.content.blocks.Blocks; import io.anuke.mindustry.content.blocks.Blocks;
import io.anuke.mindustry.content.fx.BlockFx;
import io.anuke.mindustry.entities.Player; import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.TileEntity; import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.entities.Units; import io.anuke.mindustry.entities.Units;
import io.anuke.mindustry.entities.traits.BuilderTrait; import io.anuke.mindustry.entities.traits.BuilderTrait;
import io.anuke.mindustry.entities.traits.TargetTrait;
import io.anuke.mindustry.entities.units.BaseUnit; import io.anuke.mindustry.entities.units.BaseUnit;
import io.anuke.mindustry.entities.units.FlyingUnit; import io.anuke.mindustry.entities.units.FlyingUnit;
import io.anuke.mindustry.entities.units.UnitCommand; import io.anuke.mindustry.entities.units.UnitCommand;
@@ -16,7 +13,6 @@ import io.anuke.mindustry.entities.units.UnitState;
import io.anuke.mindustry.game.EventType.BuildSelectEvent; import io.anuke.mindustry.game.EventType.BuildSelectEvent;
import io.anuke.mindustry.gen.Call; import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.graphics.Palette; import io.anuke.mindustry.graphics.Palette;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.Item; import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.ItemStack; import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.type.ItemType; import io.anuke.mindustry.type.ItemType;
@@ -24,13 +20,11 @@ import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.BuildBlock; import io.anuke.mindustry.world.blocks.BuildBlock;
import io.anuke.mindustry.world.blocks.BuildBlock.BuildEntity; import io.anuke.mindustry.world.blocks.BuildBlock.BuildEntity;
import io.anuke.mindustry.world.meta.BlockFlag; import io.anuke.mindustry.world.meta.BlockFlag;
import io.anuke.ucore.core.Effects;
import io.anuke.ucore.core.Events; import io.anuke.ucore.core.Events;
import io.anuke.ucore.core.Timers;
import io.anuke.ucore.entities.EntityGroup; import io.anuke.ucore.entities.EntityGroup;
import io.anuke.ucore.graphics.Draw; import io.anuke.ucore.util.Geometry;
import io.anuke.ucore.graphics.Shapes; import io.anuke.ucore.util.Mathf;
import io.anuke.ucore.util.*; import io.anuke.ucore.util.Structs;
import java.io.DataInput; import java.io.DataInput;
import java.io.DataOutput; import java.io.DataOutput;
@@ -117,12 +111,7 @@ public class Drone extends FlyingUnit implements BuilderTrait{
if(target.distanceTo(Drone.this) > type.range){ if(target.distanceTo(Drone.this) > type.range){
circle(type.range*0.9f); circle(type.range*0.9f);
}else{ }else{
TileEntity entity = (TileEntity) target; getWeapon().update(Drone.this, target.getX(), target.getY());
entity.healBy(type.healSpeed * entity.tile.block().health / 100f * Timers.delta());
if(timer.get(timerRepairEffect, 30)){
Effects.effect(BlockFx.healBlockFull, Palette.heal, entity.x, entity.y, entity.tile.block().size);
}
} }
} }
}, },
@@ -279,6 +268,11 @@ public class Drone extends FlyingUnit implements BuilderTrait{
//no //no
} }
@Override
public boolean canMine(Item item){
return type.toMine.contains(item);
}
@Override @Override
public float getBuildPower(Tile tile){ public float getBuildPower(Tile tile){
return type.buildPower; return type.buildPower;
@@ -312,16 +306,6 @@ public class Drone extends FlyingUnit implements BuilderTrait{
target = null; target = null;
} }
if(Net.client() && state.is(repair) && target instanceof TileEntity && target.distanceTo(this) < type.range){
TileEntity entity = (TileEntity) target;
entity.health += type.healSpeed * Timers.delta();
entity.health = Mathf.clamp(entity.health, 0, entity.tile.block().health);
if(timer.get(timerRepairEffect, 30)){
Effects.effect(BlockFx.healBlockFull, Palette.heal, entity.x, entity.y, entity.tile.block().size);
}
}
updateBuilding(this); updateBuilding(this);
} }
@@ -350,19 +334,6 @@ public class Drone extends FlyingUnit implements BuilderTrait{
@Override @Override
public void drawOver(){ public void drawOver(){
trail.draw(Palette.lightTrail, 3f); trail.draw(Palette.lightTrail, 3f);
TargetTrait entity = target;
if(entity instanceof TileEntity && state.is(repair) && target.distanceTo(this) < type.range){
float len = 5f;
Draw.color(Color.BLACK, Color.WHITE, 0.95f + Mathf.absin(Timers.time(), 0.8f, 0.05f));
Shapes.laser("beam", "beam-end",
x + Angles.trnsx(rotation, len),
y + Angles.trnsy(rotation, len),
entity.getX(), entity.getY());
Draw.color();
}
drawBuilding(this); drawBuilding(this);
} }

View File

@@ -1,51 +0,0 @@
package io.anuke.mindustry.game;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.ObjectSet;
import io.anuke.mindustry.game.EventType.UnlockEvent;
import io.anuke.mindustry.type.ContentType;
import io.anuke.ucore.core.Events;
public class ContentUnlockSet {
private ObjectMap<ContentType, ObjectSet<String>> unlocked = new ObjectMap<>();
private boolean dirty;
public boolean isUnlocked(UnlockableContent content){
if(content.alwaysUnlocked()) return true;
if(!unlocked.containsKey(content.getContentType())){
unlocked.put(content.getContentType(), new ObjectSet<>());
}
ObjectSet<String> set = unlocked.get(content.getContentType());
return set.contains(content.getContentName());
}
public boolean unlockContent(UnlockableContent content){
if(!content.canBeUnlocked() || content.alwaysUnlocked()) return false;
if(!unlocked.containsKey(content.getContentType())){
unlocked.put(content.getContentType(), new ObjectSet<>());
}
boolean ret = unlocked.get(content.getContentType()).add(content.getContentName());
//fire unlock event so other classes can use it
if(ret){
content.onUnlock();
Events.fire(new UnlockEvent(content));
dirty = true;
}
return ret;
}
public boolean isDirty() {
return dirty;
}
public ObjectMap<ContentType, ObjectSet<String>> getUnlocked() {
return unlocked;
}
}

View File

@@ -4,16 +4,15 @@ import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.ObjectMap; import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.ObjectMap.Entry; import com.badlogic.gdx.utils.ObjectMap.Entry;
import com.badlogic.gdx.utils.ObjectSet; import com.badlogic.gdx.utils.ObjectSet;
import io.anuke.mindustry.core.GameState.State; import io.anuke.mindustry.game.EventType.UnlockEvent;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.ContentType; import io.anuke.mindustry.type.ContentType;
import io.anuke.ucore.core.Events;
import io.anuke.ucore.core.Settings; import io.anuke.ucore.core.Settings;
import static io.anuke.mindustry.Vars.*;
/**Stores player unlocks. Clientside only.*/ /**Stores player unlocks. Clientside only.*/
public class Unlocks{ public class Unlocks{
private ObjectMap<String, ContentUnlockSet> sets = new ObjectMap<>(); private ObjectMap<ContentType, ObjectSet<String>> unlocked = new ObjectMap<>();
private boolean dirty;
static{ static{
Settings.setSerializer(ContentType.class, (stream, t) -> stream.writeInt(t.ordinal()), stream -> ContentType.values()[stream.readInt()]); Settings.setSerializer(ContentType.class, (stream, t) -> stream.writeInt(t.ordinal()), stream -> ContentType.values()[stream.readInt()]);
@@ -21,7 +20,15 @@ public class Unlocks{
/** Returns whether or not this piece of content is unlocked yet.*/ /** Returns whether or not this piece of content is unlocked yet.*/
public boolean isUnlocked(UnlockableContent content){ public boolean isUnlocked(UnlockableContent content){
return rootSet().isUnlocked(content) || currentSet().isUnlocked(content); if(content.alwaysUnlocked()) return true;
if(!unlocked.containsKey(content.getContentType())){
unlocked.put(content.getContentType(), new ObjectSet<>());
}
ObjectSet<String> set = unlocked.get(content.getContentType());
return set.contains(content.getContentName());
} }
/** /**
@@ -32,77 +39,59 @@ public class Unlocks{
* @return whether or not this content was newly unlocked. * @return whether or not this content was newly unlocked.
*/ */
public boolean unlockContent(UnlockableContent content){ public boolean unlockContent(UnlockableContent content){
return !rootSet().isUnlocked(content) && currentSet().unlockContent(content); if(!content.canBeUnlocked() || content.alwaysUnlocked()) return false;
}
private ContentUnlockSet currentSet(){ if(!unlocked.containsKey(content.getContentType())){
//client connected to server: always return the IP-specific set unlocked.put(content.getContentType(), new ObjectSet<>());
if(Net.client()){
return getSet(Net.getLastIP());
}else if((world.getSector() != null || state.mode.infiniteResources) || state.is(State.menu)){ //sector-sandbox have shared set
return rootSet();
}else{ //per-mode set
return getSet(state.mode.name());
} }
}
private ContentUnlockSet rootSet(){ boolean ret = unlocked.get(content.getContentType()).add(content.getContentName());
return getSet("root");
}
private ContentUnlockSet getSet(String name){ //fire unlock event so other classes can use it
if(!sets.containsKey(name)){ if(ret){
sets.put(name, new ContentUnlockSet()); content.onUnlock();
Events.fire(new UnlockEvent(content));
dirty = true;
} }
return sets.get(name);
return ret;
} }
/** Returns whether unlockables have changed since the last save.*/ /** Returns whether unlockables have changed since the last save.*/
public boolean isDirty(){ public boolean isDirty(){
for(ContentUnlockSet set : sets.values()){ return dirty;
if(set.isDirty()){
return true;
}
}
return false;
} }
/** Clears all unlocked content. Automatically saves.*/ /** Clears all unlocked content. Automatically saves.*/
public void reset(){ public void reset(){
sets.clear();
save(); save();
} }
public void load(){ /**Loads 'legacy' unlocks. Will be removed in final release.*/
sets.clear(); public void tryLoadLegacy(){
try{
ObjectMap<String, ObjectMap<ContentType, Array<String>>> result = Settings.getObject("content-sets", ObjectMap.class, ObjectMap::new); ObjectMap<String, ObjectMap<ContentType, Array<String>>> sets = Settings.getObject("content-sets", ObjectMap.class, ObjectMap::new);
for(Entry<ContentType, Array<String>> entry : sets.get("root").entries()){
for(Entry<String, ObjectMap<ContentType, Array<String>>> outer : result.entries()){ unlocked.put(entry.key, new ObjectSet<>());
ContentUnlockSet cset = new ContentUnlockSet(); unlocked.get(entry.key).addAll(entry.value);
for (Entry<ContentType, Array<String>> entry : outer.value.entries()){
ObjectSet<String> set = new ObjectSet<>();
set.addAll(entry.value);
cset.getUnlocked().put(entry.key, set);
} }
sets.put(outer.key, cset); }catch(Throwable t){
t.printStackTrace();
}
Settings.prefs().remove("content-sets");
Settings.save();
}
public void load(){
unlocked = Settings.getObject("unlockset", ObjectMap.class, ObjectMap::new);
if(Settings.has("content-sets")){
tryLoadLegacy();
} }
} }
public void save(){ public void save(){
ObjectMap<String, ObjectMap<ContentType, Array<String>>> output = new ObjectMap<>(); Settings.putObject("unlockset", unlocked);
for(Entry<String, ContentUnlockSet> centry : sets.entries()){
ObjectMap<ContentType, Array<String>> write = new ObjectMap<>();
for(Entry<ContentType, ObjectSet<String>> entry : centry.value.getUnlocked().entries()){
write.put(entry.key, entry.value.iterator().toArray());
}
output.put(centry.key, write);
}
Settings.putObject("content-sets", output);
Settings.save(); Settings.save();
} }

View File

@@ -11,10 +11,10 @@ import java.io.IOException;
public class Version{ public class Version{
/**Build type. 'official' for official releases; 'custom' or 'bleeding edge' are also used.*/ /**Build type. 'official' for official releases; 'custom' or 'bleeding edge' are also used.*/
public static String type; public static String type;
/**Number specifying the major version, e.g. '4.0'*/
public static String number;
/**Build modifier, e.g. 'alpha' or 'release'*/ /**Build modifier, e.g. 'alpha' or 'release'*/
public static String modifier; public static String modifier;
/**Number specifying the major version, e.g. '4'*/
public static int number;
/**Build number, e.g. '43'. set to '-1' for custom builds.*/ /**Build number, e.g. '43'. set to '-1' for custom builds.*/
public static int build = 0; public static int build = 0;
@@ -26,7 +26,7 @@ public class Version{
PropertiesUtils.load(map, file.reader()); PropertiesUtils.load(map, file.reader());
type = map.get("type"); type = map.get("type");
number = map.get("number"); number = Integer.parseInt(map.get("number"));
modifier = map.get("modifier"); modifier = map.get("modifier");
build = Strings.canParseInt(map.get("build")) ? Integer.parseInt(map.get("build")) : -1; build = Strings.canParseInt(map.get("build")) ? Integer.parseInt(map.get("build")) : -1;
}catch(IOException e){ }catch(IOException e){

View File

@@ -21,7 +21,7 @@ import static io.anuke.ucore.core.Core.camera;
public class BlockRenderer{ public class BlockRenderer{
private final static int initialRequests = 32 * 32; private final static int initialRequests = 32 * 32;
private final static int expandr = 4; private final static int expandr = 6;
private FloorRenderer floorRenderer; private FloorRenderer floorRenderer;

View File

@@ -65,7 +65,7 @@ public enum CacheLayer{
protected void beginShader(){ protected void beginShader(){
//renderer.getBlocks().endFloor(); //renderer.getBlocks().endFloor();
renderer.effectSurface.getBuffer().bind(); renderer.effectSurface.getBuffer().begin();
Graphics.clear(Color.CLEAR); Graphics.clear(Color.CLEAR);
//renderer.getBlocks().beginFloor(); //renderer.getBlocks().beginFloor();
} }
@@ -73,7 +73,9 @@ public enum CacheLayer{
public void endShader(Shader shader){ public void endShader(Shader shader){
renderer.blocks.endFloor(); renderer.blocks.endFloor();
renderer.pixelSurface.getBuffer().bind(); //renderer.effectSurface.getBuffer().end();
renderer.pixelSurface.getBuffer().begin();
Graphics.shader(shader); Graphics.shader(shader);
Graphics.begin(); Graphics.begin();

View File

@@ -29,6 +29,7 @@ public class Palette{
lightishGray = Color.valueOf("a2a2a2"), lightishGray = Color.valueOf("a2a2a2"),
darkishGray = new Color(0.3f, 0.3f, 0.3f, 1f), darkishGray = new Color(0.3f, 0.3f, 0.3f, 1f),
darkerGray = new Color(0.2f, 0.2f, 0.2f, 1f),
boostTo = Color.valueOf("ffad4d"), boostTo = Color.valueOf("ffad4d"),
boostFrom = Color.valueOf("ff7f57"), boostFrom = Color.valueOf("ff7f57"),

View File

@@ -157,17 +157,14 @@ public class Shaders{
@Override @Override
public void apply(){ public void apply(){
// shader.setUniformf("u_progress", progress);
shader.setUniformf("u_color", color); shader.setUniformf("u_color", color);
shader.setUniformf("u_uv", region.getU(), region.getV()); shader.setUniformf("u_uv", region.getU(), region.getV());
shader.setUniformf("u_uv2", region.getU2(), region.getV2()); shader.setUniformf("u_uv2", region.getU2(), region.getV2());
//shader.setUniformf("u_time", Timers.time());
shader.setUniformf("u_texsize", region.getTexture().getWidth(), region.getTexture().getHeight()); shader.setUniformf("u_texsize", region.getTexture().getWidth(), region.getTexture().getHeight());
} }
} }
public static class Shield extends Shader{ public static class Shield extends Shader{
//public Color color = new Color();
public Shield(){ public Shield(){
super("shield", "default"); super("shield", "default");
@@ -175,17 +172,13 @@ public class Shaders{
@Override @Override
public void apply(){ public void apply(){
float scaling = Core.cameraScale / 4f / Core.camera.zoom;
shader.setUniformf("u_dp", Unit.dp.scl(1f)); shader.setUniformf("u_dp", Unit.dp.scl(1f));
//shader.setUniformf("u_color", color);
shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f)); shader.setUniformf("u_time", Timers.time() / Unit.dp.scl(1f));
shader.setUniformf("u_scaling", scaling);
shader.setUniformf("u_offset", shader.setUniformf("u_offset",
Core.camera.position.x - Core.camera.viewportWidth / 2 * Core.camera.zoom, Core.camera.position.x - Core.camera.viewportWidth / 2 * Core.camera.zoom,
Core.camera.position.y - Core.camera.viewportHeight / 2 * Core.camera.zoom); Core.camera.position.y - Core.camera.viewportHeight / 2 * Core.camera.zoom);
shader.setUniformf("u_texsize", Gdx.graphics.getWidth() / Core.cameraScale * Core.camera.zoom, shader.setUniformf("u_texsize", Core.camera.viewportWidth * Core.camera.zoom,
Gdx.graphics.getHeight() / Core.cameraScale * Core.camera.zoom); Core.camera.viewportHeight * Core.camera.zoom);
} }
} }
@@ -200,8 +193,8 @@ public class Shaders{
shader.setUniformf("camerapos", shader.setUniformf("camerapos",
Core.camera.position.x - Core.camera.viewportWidth / 2 * Core.camera.zoom, Core.camera.position.x - Core.camera.viewportWidth / 2 * Core.camera.zoom,
Core.camera.position.y - Core.camera.viewportHeight / 2 * Core.camera.zoom); Core.camera.position.y - Core.camera.viewportHeight / 2 * Core.camera.zoom);
shader.setUniformf("screensize", Gdx.graphics.getWidth() / Core.cameraScale * Core.camera.zoom, shader.setUniformf("screensize", Core.camera.viewportWidth* Core.camera.zoom,
Gdx.graphics.getHeight() / Core.cameraScale * Core.camera.zoom); Core.camera.viewportHeight * Core.camera.zoom);
shader.setUniformf("time", Timers.time()); shader.setUniformf("time", Timers.time());
} }
} }

View File

@@ -32,6 +32,7 @@ public class DefaultKeybinds{
"menu", Gdx.app.getType() == ApplicationType.Android ? Input.BACK : Input.ESCAPE, "menu", Gdx.app.getType() == ApplicationType.Android ? Input.BACK : Input.ESCAPE,
"pause", Input.SPACE, "pause", Input.SPACE,
"toggle_menus", Input.C, "toggle_menus", Input.C,
"screenshot", Input.P,
new Category("multiplayer"), new Category("multiplayer"),
"player_list", Input.TAB, "player_list", Input.TAB,
"chat", Input.ENTER, "chat", Input.ENTER,

View File

@@ -25,7 +25,7 @@ import io.anuke.ucore.core.Effects;
import io.anuke.ucore.core.Graphics; import io.anuke.ucore.core.Graphics;
import io.anuke.ucore.core.Inputs; import io.anuke.ucore.core.Inputs;
import io.anuke.ucore.core.Timers; import io.anuke.ucore.core.Timers;
import io.anuke.ucore.scene.Group; import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.util.Angles; import io.anuke.ucore.util.Angles;
import io.anuke.ucore.util.Mathf; import io.anuke.ucore.util.Mathf;
import io.anuke.ucore.util.Translator; import io.anuke.ucore.util.Translator;
@@ -145,7 +145,7 @@ public abstract class InputHandler extends InputAdapter{
return false; return false;
} }
public void buildUI(Group group){ public void buildUI(Table table){
} }
@@ -193,7 +193,7 @@ public abstract class InputHandler extends InputAdapter{
} }
//call tapped event //call tapped event
if(tile.getTeam() == player.getTeam()){ if(!consumed && tile.getTeam() == player.getTeam()){
Call.onTileTapped(player, tile); Call.onTileTapped(player, tile);
} }

View File

@@ -30,8 +30,7 @@ import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.core.*; import io.anuke.ucore.core.*;
import io.anuke.ucore.graphics.Draw; import io.anuke.ucore.graphics.Draw;
import io.anuke.ucore.graphics.Lines; import io.anuke.ucore.graphics.Lines;
import io.anuke.ucore.scene.Group; import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.scene.event.Touchable;
import io.anuke.ucore.util.Mathf; import io.anuke.ucore.util.Mathf;
import static io.anuke.mindustry.Vars.*; import static io.anuke.mindustry.Vars.*;
@@ -208,78 +207,53 @@ public class MobileInput extends InputHandler implements GestureListener{
//region UI and drawing //region UI and drawing
@Override @Override
public void buildUI(Group group){ public void buildUI(Table table){
table.addImage("blank").color(Palette.accent).height(3f).colspan(4).growX();
table.row();
table.left().margin(0f).defaults().size(48f);
//Create confirm/cancel table table.addImageButton("icon-break", "clear-toggle-partial", 16 * 2f, () -> {
group.fill(c -> { mode = mode == breaking ? recipe == null ? none : placing : breaking;
c.bottom().left().visible(() -> !state.is(State.menu)); lastRecipe = recipe;
if(mode == breaking){
showGuide("deconstruction");
}
}).update(l -> l.setChecked(mode == breaking));
c.table("pane", act -> { //rotate button
act.margin(5); table.addImageButton("icon-arrow", "clear-partial", 16 * 2f, () -> rotation = Mathf.mod(rotation + 1, 4))
act.defaults().size(60f); .update(i -> i.getImage().setRotationOrigin(rotation * 90, Align.center))
.visible(() -> recipe != null && recipe.result.rotate);
//Add a cancel button //cancel button
act.addImageButton("icon-cancel", 16*2f, () -> { table.addImageButton("icon-cancel", "clear-partial", 16 * 2f, () -> {
mode = none; player.clearBuilding();
recipe = null; mode = none;
}); recipe = null;
}).visible(() -> player.isBuilding() || recipe != null || mode == breaking);
act.row(); //confirm button
table.addImageButton("icon-check", "clear-partial", 16 * 2f, () -> {
for(PlaceRequest request : selection){
Tile tile = request.tile();
//Add an accept button, which places everything. //actually place/break all selected blocks
act.addImageButton("icon-check", 16 * 2f, () -> { if(tile != null){
for(PlaceRequest request : selection){ if(!request.remove){
Tile tile = request.tile(); rotation = request.rotation;
recipe = request.recipe;
//actually place/break all selected blocks tryPlaceBlock(tile.x, tile.y);
if(tile != null){ }else{
if(!request.remove){ tryBreakBlock(tile.x, tile.y);
rotation = request.rotation;
recipe = request.recipe;
tryPlaceBlock(tile.x, tile.y);
}else{
tryBreakBlock(tile.x, tile.y);
}
}
} }
}
}
//move all current requests to removal array so they fade out //move all current requests to removal array so they fade out
removals.addAll(selection); removals.addAll(selection);
selection.clear(); selection.clear();
selecting = false; selecting = false;
}).disabled(i -> selection.size == 0); }).visible(() -> !selection.isEmpty());
act.row();
//Add a rotate button
act.addImageButton("icon-arrow", 16 * 2f, () -> rotation = Mathf.mod(rotation + 1, 4))
.update(i -> i.getImage().setRotationOrigin(rotation * 90, Align.center))
.disabled(i -> recipe == null || !recipe.result.rotate);
}).visible(() -> mode != none).touchable(Touchable.enabled);
c.row();
c.table("pane", remove -> {
remove.defaults().size(60f);
//Add a break button.
remove.addImageButton("icon-break", "toggle", 16 * 2f, () -> {
mode = mode == breaking ? recipe == null ? none : placing : breaking;
lastRecipe = recipe;
if(mode == breaking){
showGuide("deconstruction");
}
}).update(l -> l.setChecked(mode == breaking));
}).margin(5).touchable(Touchable.enabled);
c.table("pane", cancel -> {
cancel.defaults().size(60f);
//Add a 'cancel building' button.
cancel.addImageButton("icon-cancel", 16 * 2f, player::clearBuilding);
}).left().colspan(2).margin(5).touchable(Touchable.enabled).visible(() -> player.getPlaceQueue().size > 0);
});
} }
@Override @Override
@@ -554,7 +528,7 @@ public class MobileInput extends InputHandler implements GestureListener{
//ignore off-screen taps //ignore off-screen taps
if(cursor == null || ui.hasMouse(x, y)) return false; if(cursor == null || ui.hasMouse(x, y)) return false;
threads.run(() -> checkTargets(worldx, worldy)); checkTargets(worldx, worldy);
//remove if request present //remove if request present
if(hasRequest(cursor)){ if(hasRequest(cursor)){
@@ -574,14 +548,13 @@ public class MobileInput extends InputHandler implements GestureListener{
consumed = true; consumed = true;
player.dropCarry(); //drop off unit player.dropCarry(); //drop off unit
}else{ }else{
threads.run(() -> { Unit unit = Units.getClosest(player.getTeam(), Graphics.world(x, y).x, Graphics.world(x, y).y, 4f, u -> !u.isFlying() && u.getMass() <= player.mech.carryWeight);
Unit unit = Units.getClosest(player.getTeam(), Graphics.world(x, y).x, Graphics.world(x, y).y, 4f, u -> !u.isFlying() && u.getMass() <= player.mech.carryWeight);
if(unit != null){ if(unit != null){
player.moveTarget = unit; consumed = true;
Effects.effect(Fx.select, unit.getX(), unit.getY()); player.moveTarget = unit;
} Effects.effect(Fx.select, unit.getX(), unit.getY());
}); }
} }
} }

View File

@@ -0,0 +1,43 @@
package io.anuke.mindustry.io;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.JsonReader;
import com.badlogic.gdx.utils.JsonValue;
import io.anuke.mindustry.net.Net;
import io.anuke.ucore.function.Consumer;
import static io.anuke.mindustry.Vars.contributorsURL;
public class Contributors{
public static void getContributors(Consumer<Array<Contributor>> success, Consumer<Throwable> fail){
Net.http(contributorsURL, "GET", result -> {
JsonReader reader = new JsonReader();
JsonValue value = reader.parse(result).child;
Array<Contributor> out = new Array<>();
while(value != null){
String login = value.getString("login");
out.add(new Contributor(login));
value = value.next;
}
success.accept(out);
}, fail);
}
public static class Contributor{
public final String login;
public Contributor(String login){
this.login = login;
}
@Override
public String toString(){
return "Contributor{" +
"login='" + login + '\'' +
'}';
}
}
}

View File

@@ -27,7 +27,6 @@ import java.io.DataInput;
import java.io.DataOutput; import java.io.DataOutput;
import java.io.IOException; import java.io.IOException;
import java.nio.ByteBuffer; import java.nio.ByteBuffer;
import java.nio.charset.Charset;
import java.nio.charset.StandardCharsets; import java.nio.charset.StandardCharsets;
import static io.anuke.mindustry.Vars.*; import static io.anuke.mindustry.Vars.*;
@@ -332,31 +331,21 @@ public class TypeIO{
@WriteClass(String.class) @WriteClass(String.class)
public static void writeString(ByteBuffer buffer, String string){ public static void writeString(ByteBuffer buffer, String string){
if(string != null){ if(string != null){
Charset charset = Charset.defaultCharset(); byte[] bytes = string.getBytes(StandardCharsets.UTF_8);
byte[] nameBytes = charset.name().getBytes(StandardCharsets.UTF_8);
buffer.put((byte)nameBytes.length);
buffer.put(nameBytes);
byte[] bytes = string.getBytes(charset);
buffer.putShort((short) bytes.length); buffer.putShort((short) bytes.length);
buffer.put(bytes); buffer.put(bytes);
}else{ }else{
buffer.put((byte) -1); buffer.putShort((short) -1);
} }
} }
@ReadClass(String.class) @ReadClass(String.class)
public static String readString(ByteBuffer buffer){ public static String readString(ByteBuffer buffer){
byte length = buffer.get(); short slength = buffer.getShort();
if(length != -1){ if(slength != -1){
byte[] cbytes = new byte[length];
buffer.get(cbytes);
Charset charset = Charset.forName(new String(cbytes, StandardCharsets.UTF_8));
short slength = buffer.getShort();
byte[] bytes = new byte[slength]; byte[] bytes = new byte[slength];
buffer.get(bytes); buffer.get(bytes);
return new String(bytes, charset); return new String(bytes, StandardCharsets.UTF_8);
}else{ }else{
return null; return null;
} }
@@ -378,30 +367,20 @@ public class TypeIO{
public static void writeStringData(DataOutput buffer, String string) throws IOException{ public static void writeStringData(DataOutput buffer, String string) throws IOException{
if(string != null){ if(string != null){
Charset charset = Charset.defaultCharset(); byte[] bytes = string.getBytes(StandardCharsets.UTF_8);
byte[] nameBytes = charset.name().getBytes(StandardCharsets.UTF_8);
buffer.writeByte((byte)nameBytes.length);
buffer.write(nameBytes);
byte[] bytes = string.getBytes(charset);
buffer.writeShort((short) bytes.length); buffer.writeShort((short) bytes.length);
buffer.write(bytes); buffer.write(bytes);
}else{ }else{
buffer.writeByte((byte) -1); buffer.writeShort((short) -1);
} }
} }
public static String readStringData(DataInput buffer) throws IOException{ public static String readStringData(DataInput buffer) throws IOException{
byte length = buffer.readByte(); short slength = buffer.readShort();
if(length != -1){ if(slength != -1){
byte[] cbytes = new byte[length];
buffer.readFully(cbytes);
Charset charset = Charset.forName(new String(cbytes, StandardCharsets.UTF_8));
short slength = buffer.readShort();
byte[] bytes = new byte[slength]; byte[] bytes = new byte[slength];
buffer.readFully(bytes); buffer.readFully(bytes);
return new String(bytes, charset); return new String(bytes, StandardCharsets.UTF_8);
}else{ }else{
return null; return null;
} }

View File

@@ -45,7 +45,7 @@ public class Save16 extends SaveFileVersion{
content.setTemporaryMapper(readContentHeader(stream)); content.setTemporaryMapper(readContentHeader(stream));
state.spawner.read(stream); world.spawner.read(stream);
readEntities(stream); readEntities(stream);
@@ -71,7 +71,7 @@ public class Save16 extends SaveFileVersion{
writeContentHeader(stream); writeContentHeader(stream);
state.spawner.write(stream); //spawnes world.spawner.write(stream); //spawnes
//--ENTITIES-- //--ENTITIES--

View File

@@ -32,4 +32,13 @@ public class Map{
public String getDisplayName(){ public String getDisplayName(){
return meta.tags.get("name", name); return meta.tags.get("name", name);
} }
@Override
public String toString(){
return "Map{" +
"name='" + name + '\'' +
", custom=" + custom +
", meta=" + meta +
'}';
}
} }

View File

@@ -37,4 +37,13 @@ public class MapMeta{
public boolean hasOreGen(){ public boolean hasOreGen(){
return !tags.get("oregen", "0").equals("0"); return !tags.get("oregen", "0").equals("0");
} }
@Override
public String toString(){
return "MapMeta{" +
"tags=" + tags +
", width=" + width +
", height=" + height +
'}';
}
} }

View File

@@ -30,7 +30,7 @@ public class TutorialSector{
new ItemMission(Items.copper, 100).setMessage("$tutorial.morecopper"), new ItemMission(Items.copper, 100).setMessage("$tutorial.morecopper"),
new BlockMission(TurretBlocks.duo).setMessage("$tutorial.turret"), new BlockMission(TurretBlocks.duo).setMessage("$tutorial.turret"),
//TODO fill turret with items mission /
//new BlockMission(ProductionBlocks.mechanicalDrill).setMessage("$tutorial.drillturret"), //new BlockMission(ProductionBlocks.mechanicalDrill).setMessage("$tutorial.drillturret"),
// Create a wave mission which spawns the core at 60, 60 rather than in the center of the map // Create a wave mission which spawns the core at 60, 60 rather than in the center of the map

View File

@@ -30,7 +30,6 @@ public class Generation{
return tiles[x][y]; return tiles[x][y];
} }
//TODO implement
Item drillItem(int x, int y, Drill block){ Item drillItem(int x, int y, Drill block){
if(block.isMultiblock()){ if(block.isMultiblock()){
Item result = null; Item result = null;

View File

@@ -172,6 +172,25 @@ public class WorldGenerator{
prepareTiles(tiles); prepareTiles(tiles);
for(int x = 0; x < width; x++){
for(int y = 0; y < height; y++){
Tile tile = tiles[x][y];
byte elevation = tile.getElevation();
for(GridPoint2 point : Geometry.d4){
if(!Structs.inBounds(x + point.x, y + point.y, width, height)) continue;
if(tiles[x + point.x][y + point.y].getElevation() < elevation){
if(sim2.octaveNoise2D(1, 1, 1.0 / 8, x, y) > 0.8){
tile.setElevation(-1);
}
break;
}
}
}
}
world.setBlock(tiles[spawns.get(0).x][spawns.get(0).y], StorageBlocks.core, Team.blue); world.setBlock(tiles[spawns.get(0).x][spawns.get(0).y], StorageBlocks.core, Team.blue);
if(state.mode.isPvp){ if(state.mode.isPvp){

View File

@@ -66,7 +66,7 @@ public class Net{
}else if(error.contains("connection refused") || error.contains("route to host") || type.contains("unknownhost")){ }else if(error.contains("connection refused") || error.contains("route to host") || type.contains("unknownhost")){
error = Bundles.get("text.error.unreachable"); error = Bundles.get("text.error.unreachable");
}else if(type.contains("timeout")){ }else if(type.contains("timeout")){
error = Bundles.get("text.error.timeout"); error = Bundles.get("text.error.timedout");
}else if(error.equals("alreadyconnected")){ }else if(error.equals("alreadyconnected")){
error = Bundles.get("text.error.alreadyconnected"); error = Bundles.get("text.error.alreadyconnected");
}else if(!error.isEmpty()){ }else if(!error.isEmpty()){
@@ -356,12 +356,13 @@ public class Net{
Gdx.net.sendHttpRequest(req, new HttpResponseListener(){ Gdx.net.sendHttpRequest(req, new HttpResponseListener(){
@Override @Override
public void handleHttpResponse(HttpResponse httpResponse){ public void handleHttpResponse(HttpResponse httpResponse){
listener.accept(httpResponse.getResultAsString()); String result = httpResponse.getResultAsString();
Gdx.app.postRunnable(() -> listener.accept(result));
} }
@Override @Override
public void failed(Throwable t){ public void failed(Throwable t){
failure.accept(t); Gdx.app.postRunnable(() -> failure.accept(t));
} }
@Override @Override

View File

@@ -2,7 +2,7 @@ package io.anuke.mindustry.net;
import com.badlogic.gdx.utils.Base64Coder; import com.badlogic.gdx.utils.Base64Coder;
import io.anuke.mindustry.game.Version; import io.anuke.mindustry.game.Version;
import io.anuke.ucore.io.IOUtils; import io.anuke.mindustry.io.TypeIO;
import io.anuke.ucore.util.Bundles; import io.anuke.ucore.util.Bundles;
import java.nio.ByteBuffer; import java.nio.ByteBuffer;
@@ -65,6 +65,7 @@ public class Packets{
public static class ConnectPacket implements Packet{ public static class ConnectPacket implements Packet{
public int version; public int version;
public String versionType;
public String name, uuid, usid; public String name, uuid, usid;
public boolean mobile; public boolean mobile;
public int color; public int color;
@@ -72,8 +73,9 @@ public class Packets{
@Override @Override
public void write(ByteBuffer buffer){ public void write(ByteBuffer buffer){
buffer.putInt(Version.build); buffer.putInt(Version.build);
IOUtils.writeString(buffer, name); TypeIO.writeString(buffer, versionType);
IOUtils.writeString(buffer, usid); TypeIO.writeString(buffer, name);
TypeIO.writeString(buffer, usid);
buffer.put(mobile ? (byte) 1 : 0); buffer.put(mobile ? (byte) 1 : 0);
buffer.putInt(color); buffer.putInt(color);
buffer.put(Base64Coder.decode(uuid)); buffer.put(Base64Coder.decode(uuid));
@@ -82,8 +84,9 @@ public class Packets{
@Override @Override
public void read(ByteBuffer buffer){ public void read(ByteBuffer buffer){
version = buffer.getInt(); version = buffer.getInt();
name = IOUtils.readString(buffer); versionType = TypeIO.readString(buffer);
usid = IOUtils.readString(buffer); name = TypeIO.readString(buffer);
usid = TypeIO.readString(buffer);
mobile = buffer.get() == 1; mobile = buffer.get() == 1;
color = buffer.getInt(); color = buffer.getInt();
byte[] idbytes = new byte[8]; byte[] idbytes = new byte[8];

View File

@@ -1,8 +1,6 @@
package io.anuke.mindustry.type; package io.anuke.mindustry.type;
/** /**Used to store ammo amounts in turrets.*/
* Used to store ammo amounts in units and turrets.
*/
public class AmmoEntry{ public class AmmoEntry{
public AmmoType type; public AmmoType type;
public int amount; public int amount;

View File

@@ -1,5 +1,24 @@
package io.anuke.mindustry.type; package io.anuke.mindustry.type;
public enum Category{ public enum Category{
weapon, production, distribution, liquid, power, defense, crafting, units /**Offensive turrets.*/
turret,
/**Blocks that produce raw resources, such as drills.*/
production,
/**Blocks that move items around.*/
distribution,
/**Blocks that move liquids around.*/
liquid,
/**Blocks that generate or transport power.*/
power,
/**Walls and other defensive structures.*/
defense,
/**Blocks that craft things.*/
crafting,
/**Blocks that create units.*/
units,
/**Things that upgrade the player such as mech pads.*/
upgrade,
/**Things for storage or passive effects.*/
effect
} }

View File

@@ -11,7 +11,6 @@ import io.anuke.ucore.graphics.Draw;
import io.anuke.ucore.scene.ui.layout.Table; import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.util.Bundles; import io.anuke.ucore.util.Bundles;
//TODO merge unit type with mech
public class Mech extends UnlockableContent{ public class Mech extends UnlockableContent{
public final String name; public final String name;
public final String description; public final String description;

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