Merge branch 'master' into production

This commit is contained in:
Nick Winter 2015-02-22 21:51:04 -08:00
commit 6f39221bfc
13 changed files with 213 additions and 180 deletions

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@ -1,6 +1,6 @@
SpriteBuilder = require 'lib/sprites/SpriteBuilder'
floors = ['Dungeon Floor', 'Indoor Floor', 'Grass', 'Grass01', 'Grass02', 'Grass03', 'Grass04', 'Grass05', 'Goal Trigger', 'Obstacle', 'Sand 01', 'Sand 02', 'Sand 03', 'Sand 04', 'Sand 05', 'Sand 06']
floors = ['Dungeon Floor', 'Indoor Floor', 'Grass', 'Grass01', 'Grass02', 'Grass03', 'Grass04', 'Grass05', 'Goal Trigger', 'Obstacle', 'Sand 01', 'Sand 02', 'Sand 03', 'Sand 04', 'Sand 05', 'Sand 06', 'Talus 1', 'Talus 2', 'Talus 3', 'Talus 4', 'Talus 5', 'Talus 6']
module.exports = class SingularSprite extends createjs.Sprite
childMovieClips: null

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@ -7,11 +7,11 @@ module.exports = nativeDescription: "български език", englishDescri
old_browser: "О, не! Браузърът ти е твърде стар за CodeCombat. Съжалявам!" # Warning that shows up on really old Firefox/Chrome/Safari
old_browser_suffix: "Все пак можеш да опиваш, но най-вероятно няма да проработи."
# ipad_browser: "Bad news: CodeCombat doesn't run on iPad in the browser. Good news: our native iPad app is awaiting Apple approval."
# campaign: "Campaign"
campaign: "Кампания"
for_beginners: "За начинаещи"
# multiplayer: "Multiplayer" # Not currently shown on home page
for_developers: "За разработчици" # Not currently shown on home page.
# or_ipad: "Or download for iPad"
or_ipad: "Или свали за iPad"
nav:
play: "Нива" # The top nav bar entry where players choose which levels to play
@ -48,35 +48,35 @@ module.exports = nativeDescription: "български език", englishDescri
subscribe_as_diplomat: "Стани дипломат"
play:
# play_as: "Play As" # Ladder page
# spectate: "Spectate" # Ladder page
# players: "players" # Hover over a level on /play
# hours_played: "hours played" # Hover over a level on /play
play_as: "Играй като" # Ladder page
spectate: "Наблюдател" # Ladder page
players: "Играчи" # Hover over a level on /play
hours_played: "Изиграни часове" # Hover over a level on /play
items: "Предмети" # Tooltip on item shop button from /play
unlock: "Отключи" # For purchasing items and heroes
confirm: "Потвърди"
# owned: "Owned" # For items you own
owned: "Придобити" # For items you own
locked: "Заключено"
# purchasable: "Purchasable" # For a hero you unlocked but haven't purchased
# available: "Available"
# skills_granted: "Skills Granted" # Property documentation details
# heroes: "Heroes" # Tooltip on hero shop button from /play
# achievements: "Achievements" # Tooltip on achievement list button from /play
# account: "Account" # Tooltip on account button from /play
# settings: "Settings" # Tooltip on settings button from /play
# next: "Next" # Go from choose hero to choose inventory before playing a level
# change_hero: "Change Hero" # Go back from choose inventory to choose hero
achievements: "Постижения" # Tooltip on achievement list button from /play
account: "Акаунт" # Tooltip on account button from /play
settings: "Настройки" # Tooltip on settings button from /play
next: "Напред" # Go from choose hero to choose inventory before playing a level
change_hero: "Смени герой" # Go back from choose inventory to choose hero
# choose_inventory: "Equip Items"
buy_gems: "Купи скъпоценни камъни"
# subscription_required: "Subscription Required"
subscription_required: "Нужен е абонамент"
older_campaigns: "Предишни капмании"
anonymous: "Анонимен играч"
level_difficulty: "Трудност"
campaign_beginner: "Кампания за начинаещи"
# awaiting_levels_adventurer_prefix: "We release five levels per week."
awaiting_levels_adventurer_prefix: "5 нови нива всяка седмица"
awaiting_levels_adventurer: "Стани Приключенец"
awaiting_levels_adventurer_suffix: "за да бъдеш първият, който играе нови нива."
# adjust_volume: "Adjust volume"
adjust_volume: "Настрой звук"
choose_your_level: "Избери своето ниво" # The rest of this section is the old play view at /play-old and isn't very important.
# adventurer_prefix: "You can jump to any level below, or discuss the levels on "
adventurer_forum: "Приключенският форум"
@ -87,33 +87,33 @@ module.exports = nativeDescription: "български език", englishDescri
# campaign_dev_description: "... in which you learn the interface while doing something a little harder."
# campaign_multiplayer: "Multiplayer Arenas"
# campaign_multiplayer_description: "... in which you code head-to-head against other players."
# campaign_player_created: "Player-Created"
campaign_player_created: "Създаден от играч"
# campaign_player_created_description: "... in which you battle against the creativity of your fellow <a href=\"/contribute/artisan\">Artisan Wizards</a>."
campaign_classic_algorithms: "Класически алгоритми"
# campaign_classic_algorithms_description: "... in which you learn the most popular algorithms in Computer Science."
# share_progress_modal:
share_progress_modal:
# blurb: "Youre making great progress! Tell someone how much you've learned with CodeCombat."
# email_invalid: "Email address invalid."
email_invalid: "Имейл адресът е невалиден"
# form_blurb: "Enter their email below and well show them!"
# form_label: "Email Address"
# placeholder: "email address"
form_label: "Електронна поща"
placeholder: "Имейл адрес"
# title: "Excellent Work, Apprentice"
# tell_friend: "Tell your Friend"
# tell_parent: "Tell your Parent"
tell_friend: "Сподели с приятел"
tell_parent: "Сподели с родител"
login:
sign_up: "Създай Профил"
log_in: "Вход"
logging_in: "Влизане..."
log_out: "Изход"
# forgot_password: "Forgot your password?"
# authenticate_gplus: "Authenticate G+"
# load_profile: "Load G+ Profile"
# load_email: "Load G+ Email"
forgot_password: "Забравена парола?"
authenticate_gplus: "Автентикация чрез G+"
load_profile: "Зареди G+ профил"
load_email: "Зареди G+ имейл"
# finishing: "Finishing"
# sign_in_with_facebook: "Sign in with Facebook"
# sign_in_with_gplus: "Sign in with G+"
sign_in_with_facebook: "Вписване чрез Facebook"
sign_in_with_gplus: "Вписване чрез G+"
# signup_switch: "Want to create an account?"
signup:

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@ -3,15 +3,15 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
slogan: "ゲームをプレイしてコードを学びましょう"
no_ie: "大変申し訳ありませんが、ご利用のブラウザIE8以下はサポートされていません。(ChromeやFirefoxをご利用ください)" # Warning that only shows up in IE8 and older
no_mobile: "CodeCombat は携帯端末向けに制作されていないため、動作しない可能性があります。" # Warning that shows up on mobile devices
play: "ゲームタート" # The big play button that opens up the campaign view.
play: "ゲーム\スタート" # The big play button that opens up the campaign view.
old_browser: "ご利用のブラウザはCodeCombatを動作させるには古すぎるようです" # Warning that shows up on really old Firefox/Chrome/Safari
old_browser_suffix: "このまま進めることもできますが、正常動作は保証されません"
# ipad_browser: "Bad news: CodeCombat doesn't run on iPad in the browser. Good news: our native iPad app is awaiting Apple approval."
ipad_browser: "悪い知らせ:CodeCombatは、iPadのブラウザでは動作しません。良い知らせ: 私達のネイティブiPadアプリはアップルの承認待ち中。"
campaign: "キャンペーンモード"
for_beginners: "初心者向け"
multiplayer: "マルチプレイヤー" # Not currently shown on home page
for_developers: "開発者向け" # Not currently shown on home page.
# or_ipad: "Or download for iPad"
or_ipad: "又はiPadでダウンロード"
nav:
play: "ゲームマップへ" # The top nav bar entry where players choose which levels to play
@ -48,9 +48,9 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
subscribe_as_diplomat: "Diplomat登録"
play:
# play_as: "Play As" # Ladder page
# spectate: "Spectate" # Ladder page
# players: "players" # Hover over a level on /play
play_as: "としてプレー" # Ladder page
spectate: "観戦" # Ladder page
players: "プレーヤー" # Hover over a level on /play
hours_played: "プレイ時間" # Hover over a level on /play
items: "アイテム" # Tooltip on item shop button from /play
unlock: "アンロック" # For purchasing items and heroes
@ -69,38 +69,38 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
choose_inventory: "アイテムを装備"
buy_gems: "ジェムを購入"
subscription_required: "サブスクリプション必須"
# older_campaigns: "Older Campaigns"
anonymous: "名プレイヤー"
older_campaigns: "古いキャンペーン"
anonymous: "無しのプレイヤー"
level_difficulty: "難易度: "
campaign_beginner: "初心者のキャンペーン"
awaiting_levels_adventurer_prefix: "私たちは週に5つのレベルをリリースします"
awaiting_levels_adventurer: "冒険者として登録"
# awaiting_levels_adventurer_suffix: "to be the first to play new levels."
awaiting_levels_adventurer: "冒険者として登録すると、"
awaiting_levels_adventurer_suffix: "新たなレベルを最初に遊ぶ事ができます"
adjust_volume: "音量を調整する"
choose_your_level: "レベル選択" # The rest of this section is the old play view at /play-old and isn't very important.
adventurer_prefix: "別のレベルに移動することができます。レベルについて議論するにはこちら: "
adventurer_forum: "冒険者の掲示板"
# adventurer_suffix: "."
# campaign_old_beginner: "Old Beginner Campaign"
adventurer_suffix: ""
campaign_old_beginner: "旧初級キャンペーン"
campaign_old_beginner_description: "プログラミングの魔法を学びましょう"
campaign_dev: "いろんな難しいレベル"
# campaign_dev_description: "... in which you learn the interface while doing something a little harder."
campaign_multiplayer: "マルチプレイ・アリーナ"
# campaign_multiplayer_description: "... in which you code head-to-head against other players."
# campaign_player_created: "Player-Created"
# campaign_player_created_description: "... in which you battle against the creativity of your fellow <a href=\"/contribute/artisan\">Artisan Wizards</a>."
# campaign_classic_algorithms: "Classic Algorithms"
# campaign_classic_algorithms_description: "... in which you learn the most popular algorithms in Computer Science."
campaign_dev: "いろんな難しいレベル"
campaign_dev_description: "遊びながらインタフェースを学ぼう"
campaign_multiplayer: "マルチプレイ・アリーナでは、"
campaign_multiplayer_description: "コーディングで他のプレイヤーに対して格闘しましょう"
campaign_player_created: "プレイヤー作成レベルでは、"
campaign_player_created_description: "仲間のウィザード達の創造力との戦いに立ち向かいます"
campaign_classic_algorithms: "クラシックアルゴリズムでは、"
campaign_classic_algorithms_description: "コンピュータサイエンスの中で最も人気のあるアルゴリズムを学ぼう"
# share_progress_modal:
# blurb: "Youre making great progress! Tell someone how much you've learned with CodeCombat."
# email_invalid: "Email address invalid."
# form_blurb: "Enter their email below and well show them!"
# form_label: "Email Address"
# placeholder: "email address"
# title: "Excellent Work, Apprentice"
# tell_friend: "Tell your Friend"
# tell_parent: "Tell your Parent"
share_progress_modal:
blurb: "あなたは進歩している! CodeCombatでどんなに学んだかについて、誰かに伝えてください。"
email_invalid: "メールアドレスが無効です"
form_blurb: "下にメールアドレスを入力してください"
form_label: "メールアドレス"
placeholder: "メールアドレス"
title: "良くやった、弟子よ"
tell_friend: "友達に紹介"
tell_parent: "親に紹介"
login:
sign_up: "アカウント登録"
@ -111,7 +111,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
authenticate_gplus: "Google+を認証する"
load_profile: "Google+プロフィールをロード"
load_email: "Google+メールをロード"
# finishing: "Finishing"
finishing: "仕上げ中"
sign_in_with_facebook: "Facebookでログイン"
sign_in_with_gplus: "Google+でログイン"
signup_switch: "アカウントを作成しますか?"
@ -139,8 +139,8 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
books: "書物"
common:
# back: "Back" # When used as an action verb, like "Navigate backward"
# continue: "Continue" # When used as an action verb, like "Continue forward"
back: "戻る" # When used as an action verb, like "Navigate backward"
continue: "次へ" # When used as an action verb, like "Continue forward"
loading: "ロード中"
saving: "セーブ中..."
sending: "送信中..."
@ -150,16 +150,16 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
publish: "発行"
create: "作成"
manual: "手動"
# fork: "Fork"
fork: "分かれ"
play: "ゲームスタート" # When used as an action verb, like "Play next level"
retry: "リトライ"
# actions: "Actions"
# info: "Info"
# help: "Help"
# watch: "Watch"
# unwatch: "Unwatch"
# submit_patch: "Submit Patch"
# submit_changes: "Submit Changes"
actions: "アクション"
info: "情報"
help: "ヘルプ"
watch: "見る"
unwatch: "見ない"
submit_patch: "パッチを送信"
submit_changes: "変更を送信"
general:
and: ""
@ -204,7 +204,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
medium: "ミディアム"
hard: "ハード"
player: "プレイヤー"
player_level: "プレレベル" # Like player level 5, not like level: Dungeons of Kithgard
player_level: "プレイヤーレベル" # Like player level 5, not like level: Dungeons of Kithgard
warrior: "戦士"
ranger: "レンジャー"
wizard: "ウィザード"
@ -239,7 +239,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
success: "成功!"
incomplete: "不完全"
timed_out: "時間切れ"
# failing: "Failing"
failing: "失敗中"
action_timeline: "アクション・タイムライン"
click_to_select: "ユニットを左クリックで選択してください"
control_bar_multiplayer: "マルチプレイ"
@ -249,7 +249,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
reload_really: "レベルをリセットします。よろしいですか?"
reload_confirm: "リセットする"
victory: "勝利"
# victory_title_prefix: ""
victory_title_prefix: ""
victory_title_suffix: "クリア"
victory_sign_up: "進行状況をセーブするにはアカウント登録をしてください"
victory_sign_up_poke: "あなたのコードをセーブしてみませんか? 無料アカウント登録!"
@ -267,76 +267,76 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
tome_minion_spells: "操作できるキャラクターの呪文" # Only in old-style levels.
tome_read_only_spells: "読込専用の呪文" # Only in old-style levels.
tome_other_units: "その他のユニット" # Only in old-style levels.
# tome_cast_button_run: "Run"
# tome_cast_button_running: "Running"
# tome_cast_button_ran: "Ran"
# tome_submit_button: "Submit"
# tome_reload_method: "Reload original code for this method" # Title text for individual method reload button.
# tome_select_method: "Select a Method"
# tome_see_all_methods: "See all methods you can edit" # Title text for method list selector (shown when there are multiple programmable methdos).
tome_cast_button_run: "実行"
tome_cast_button_running: "実行中"
tome_cast_button_ran: "実行済み"
tome_submit_button: "送信"
tome_reload_method: "このメソッドの元のコードをリロードする" # Title text for individual method reload button.
tome_select_method: "メソッドの選択"
tome_see_all_methods: "編集できるすべてのメソッドをを見る" # Title text for method list selector (shown when there are multiple programmable methdos).
tome_select_a_thang: "誰かを選択: "
tome_available_spells: "利用できる呪文"
# tome_your_skills: "Your Skills"
# tome_help: "Help"
# tome_current_method: "Current Method"
tome_your_skills: "あなたのスキル"
tome_help: "ヘルプ"
tome_current_method: "現在のメソッド"
hud_continue_short: "コンテニュー"
code_saved: "コードがセーブされました"
skip_tutorial: "スキップ (esc)"
# keyboard_shortcuts: "Key Shortcuts"
# loading_ready: "Ready!"
# loading_start: "Start Level"
# problem_alert_title: "Fix Your Code"
# problem_alert_help: "Help"
# time_current: "Now:"
# time_total: "Max:"
# time_goto: "Go to:"
# infinite_loop_try_again: "Try Again"
# infinite_loop_reset_level: "Reset Level"
# infinite_loop_comment_out: "Comment Out My Code"
# tip_toggle_play: "Toggle play/paused with Ctrl+P."
# tip_scrub_shortcut: "Ctrl+[ and Ctrl+] rewind and fast-forward."
# tip_guide_exists: "Click the guide, inside game menu (at the top of the page), for useful info."
# tip_open_source: "CodeCombat is 100% open source!"
# tip_beta_launch: "CodeCombat launched its beta in October, 2013."
# tip_think_solution: "Think of the solution, not the problem."
# tip_theory_practice: "In theory, there is no difference between theory and practice. But in practice, there is. - Yogi Berra"
# tip_error_free: "There are two ways to write error-free programs; only the third one works. - Alan Perlis"
# tip_debugging_program: "If debugging is the process of removing bugs, then programming must be the process of putting them in. - Edsger W. Dijkstra"
# tip_forums: "Head over to the forums and tell us what you think!"
# tip_baby_coders: "In the future, even babies will be Archmages."
# tip_morale_improves: "Loading will continue until morale improves."
# tip_all_species: "We believe in equal opportunities to learn programming for all species."
# tip_reticulating: "Reticulating spines."
# tip_harry: "Yer a Wizard, "
# tip_great_responsibility: "With great coding skill comes great debug responsibility."
# tip_munchkin: "If you don't eat your vegetables, a munchkin will come after you while you're asleep."
# tip_binary: "There are only 10 types of people in the world: those who understand binary, and those who don't."
# tip_commitment_yoda: "A programmer must have the deepest commitment, the most serious mind. ~ Yoda"
# tip_no_try: "Do. Or do not. There is no try. - Yoda"
# tip_patience: "Patience you must have, young Padawan. - Yoda"
# tip_documented_bug: "A documented bug is not a bug; it is a feature."
# tip_impossible: "It always seems impossible until it's done. - Nelson Mandela"
# tip_talk_is_cheap: "Talk is cheap. Show me the code. - Linus Torvalds"
# tip_first_language: "The most disastrous thing that you can ever learn is your first programming language. - Alan Kay"
# tip_hardware_problem: "Q: How many programmers does it take to change a light bulb? A: None, it's a hardware problem."
# tip_hofstadters_law: "Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law."
# tip_premature_optimization: "Premature optimization is the root of all evil. - Donald Knuth"
# tip_brute_force: "When in doubt, use brute force. - Ken Thompson"
# tip_extrapolation: "There are only two kinds of people: those that can extrapolate from incomplete data..."
# tip_superpower: "Coding is the closest thing we have to a superpower."
# tip_control_destiny: "In real open source, you have the right to control your own destiny. - Linus Torvalds"
# tip_no_code: "No code is faster than no code."
# tip_code_never_lies: "Code never lies, comments sometimes do. — Ron Jeffries"
# tip_reusable_software: "Before software can be reusable it first has to be usable."
# tip_optimization_operator: "Every language has an optimization operator. In most languages that operator is //"
# tip_lines_of_code: "Measuring programming progress by lines of code is like measuring aircraft building progress by weight. — Bill Gates"
# tip_source_code: "I want to change the world but they would not give me the source code."
# tip_javascript_java: "Java is to JavaScript what Car is to Carpet. - Chris Heilmann"
# tip_move_forward: "Whatever you do, keep moving forward. - Martin Luther King Jr."
# tip_google: "Have a problem you can't solve? Google it!"
# tip_adding_evil: "Adding a pinch of evil."
# tip_miss_lunch: "Anyone who has lost track of time when using a computer knows the propensity to dream, the urge to make dreams come true and the tendency to miss lunch. - Tim Berners-Lee"
# tip_hate_computers: "That's the thing about people who think they hate computers. What they really hate is lousy programmers. - Larry Niven"
keyboard_shortcuts: "キーショートカット"
loading_ready: "準備完了!"
loading_start: "レベルスタート"
problem_alert_title: "コードを修正して下さい"
problem_alert_help: "ヘルプ"
time_current: "今:"
time_total: "最大:"
time_goto: "行く:"
infinite_loop_try_again: "再試行する"
infinite_loop_reset_level: "レベルをリセット"
infinite_loop_comment_out: "マイコードをコメントアウト"
tip_toggle_play: "Ctrl+Pで、プレイポーズをトグルする"
tip_scrub_shortcut: "Ctrl+[ と Ctrl+] で巻き戻し、早送りする"
tip_guide_exists: "ゲームメニュー内のガイド(ページの上部)をクリックし、便利な情報 を見よう。"
tip_open_source: "CodeCombatは、100オープンソースです"
tip_beta_launch: "CodeCombatは、2013年10月にベータ版を開始しました。"
tip_think_solution: "問題より、解決策を考えろ。"
tip_theory_practice: "理論的には、理論と実践の間には違いはない。でも実際には、ある。- ヨギ・ベラ"
tip_error_free: "エラーのないプログラムを書くためには二つの方法がある:第三の方法だけ働く。-アラン・パリス"
tip_debugging_program: "デバッグがバグを除去するプロセスならば、プログラミングはバグを書き入れるプロセスだ。- エドガー•ダイクストラ"
tip_forums: "フォーラムで、あなたのご意見をお聞かせください!"
tip_baby_coders: "将来的には、赤ちゃんでもアークメイジになれる。"
tip_morale_improves: "士気が向上するまで、ローディングは続く。"
tip_all_species: "我々は、全ての種族が機会均等のもとでプログラミングを学べることを信じている。"
tip_reticulating: "網状化する背骨"
tip_harry: "君はウィザードだ"
tip_great_responsibility: "偉大なコーディングスキルを持つと、偉大なデバッグ責任も付属してきます。"
tip_munchkin: "野菜を食べなければ、眠ってる間、マンチキンに襲われるぞ。"
tip_binary: "世界には10種類の人がいるバイナリを理解する人と、そうでない人。"
tip_commitment_yoda: "プログラマは、最も深いコミットメントを持つ必要がある, 最も深刻な心。 - ヨーダ"
tip_no_try: "やる。又はやらない。試しはない。- ヨーダ"
tip_patience: "持つ必要がある、忍耐を若いパダワンよ。 - ヨーダ"
tip_documented_bug: "文書化されたバグはバグではありません。それは機能です。"
tip_impossible: "何かをやり遂げるまでは、常にそれが不可能に思える。- ネルソン・マンデラ"
tip_talk_is_cheap: "話合はもう良い。コードを見せろ。- リーナス・トーバルズ"
tip_first_language: "最初のプログラミング言語を学ぶ時が、最も悲惨な事を学ぶ時だ。- アラン・ケイ"
tip_hardware_problem: "Q:電球を変更するのにプログラマが何人必要ですか? A :一人もいらない、それはハードウェアの問題だ。"
tip_hofstadters_law: "ホフスタッターの法則:いつでも予測以上の時間がかかるものである — ホフスタッターの法則を計算に入れても。"
tip_premature_optimization: "早すぎる最適化は諸悪の根源である。-ドナルド・クヌース"
tip_brute_force: "疑わしい時は、暴力を使え。- ケン・トンプソン"
tip_extrapolation: "人々は二種類存在する:不完全なデータから外挿する事が出来る者..."
tip_superpower: "コーディングは、私達のスーパーパワーに最も近い物"
tip_control_destiny: "本当のオープンソースでは、自分自身の運命をコントロールする権利を持っている。- リーナス・トーバルズ"
tip_no_code: "コードがないから、コードがない事の方が速い。"
tip_code_never_lies: "コードは決して嘘をつかない、コメントは時々嘘をつく。- ロン・ジェフリーズ"
tip_reusable_software: "ソフトウェアを再利用できる前には、最初に使用可能である事が必要である。"
tip_optimization_operator: "すべての言語は、最適化演算子を持っている。殆どの言語では、その演算子は//"
tip_lines_of_code: "コードのライン数でプログラミングの進捗状況を測定するは、重量で航空機の設計の進捗状況を測定するみたいな事だ。- ビル・ゲイツ"
tip_source_code: "私は世界を変えたい、でも彼らは私にソースコードを与えてはくれない。"
tip_javascript_java: "カー (車は「カー」ペットにある用にJavaは「Java」Scriptにもある。- クリス・ハイルマン"
tip_move_forward: "何をするにしても、前進し続けること。- マーティン・ルーサー・キング・ジュニア"
tip_google: "解決できない問題がありますか?ググっちゃえ!"
tip_adding_evil: "悪を少々加える。"
tip_miss_lunch: "コンピュータ使用中に時間を忘れた事のある人は夢見ることを知っている、夢を実現するために昼食を食べ忘れる傾向がある。- ティム・バーナーズリー"
tip_hate_computers: "コンピュータを憎むと思う人についての事だ。彼らが本当に嫌いなのは下手なプログラマーだ。- ラリー・ニーヴン"
game_menu:
inventory_tab: "インベントリー"
@ -355,19 +355,19 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
multiplayer_caption: "友達とプレイ!"
auth_caption: "進行状況をセーブする"
# leaderboard:
# leaderboard: "Leaderboard"
# view_other_solutions: "View Other Solutions"
# scores: "Scores"
# top_players: "Top Players by"
# day: "Today"
# week: "This Week"
# all: "All-Time"
# time: "Time"
# damage_taken: "Damage Taken"
# damage_dealt: "Damage Dealt"
# difficulty: "Difficulty"
# gold_collected: "Gold Collected"
leaderboard:
leaderboard: "リーダーボード"
view_other_solutions: "他のソリューションを見る"
scores: "スコア"
top_players: "上位プレイヤー順"
day: "今日"
week: "今週"
all: "オールタイム"
time: "時間"
damage_taken: "受けたダメージ"
damage_dealt: "与えたダメージ"
difficulty: "難易度"
gold_collected: "集めたゴールド"
inventory:
choose_inventory: "アイテムを装備"
@ -393,7 +393,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
prompt_body: "もっと購入しますか?"
prompt_button: "ショップに入る"
recovered: "前のジェム購入をリカバリーしました。ページを更新してください。"
# or_subscribe: "Or 3500 gems/mo if you..."
or_subscribe: "または毎月3500の ジェムを..."
# subscribe:
# comparison_blurb: "Sharpen your skills with a CodeCombat subscription!"
@ -461,7 +461,7 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
restricted_to_certain_heroes: "特定のヒーローのみ、このレベルをプレイする事が出来ます。"
skill_docs:
# writable: "writable" # Hover over "attack" in Your Skills while playing a level to see most of this
writable: "書き込み可能な" # Hover over "attack" in Your Skills while playing a level to see most of this
read_only: "リードオンリー"
action_name: "ネーム"
action_cooldown: "テイク"
@ -472,11 +472,11 @@ module.exports = nativeDescription: "日本語", englishDescription: "Japanese",
action_duration: "デュレーション"
example: ""
ex: "" # Abbreviation of "example"
# current_value: "Current Value"
# default_value: "Default value"
current_value: "現在値"
default_value: "デフォルト値"
parameters: "パラメータ"
returns: "リターン"
# granted_by: "Granted by"
granted_by: "によって与えられた"
save_load:
granularity_saved_games: "セーブされました"

View file

@ -15,7 +15,7 @@ module.exports = class LevelComponent extends CocoModel
@ProgrammableID: '524b7b5a7fc0f6d51900000e'
@MovesID: '524b7b8c7fc0f6d519000013'
@MissileID: '524cc2593ea855e0ab000142'
@FindsPaths: '52872b0ead92b98561000002'
@FindsPathsID: '52872b0ead92b98561000002'
urlRoot: '/db/level.component'
set: (key, val, options) ->

View file

@ -562,6 +562,9 @@ $itemSlotGridHeight: 51px
&.torso
z-index: 14
&.male-back, &.female-back
z-index: 11
&.gloves
z-index: 15

View file

@ -36,7 +36,7 @@ module.exports = class SubscriptionView extends RootView
else
c.nextPaymentDate = periodEnd
c.cost = "$#{(subscription.plan.amount/100).toFixed(2)}"
if card = @stripeInfo.cards?.data?[0]
if card = @stripeInfo.sources?.data?[0]
c.card = "#{card.brand}: x#{card.last4}"
if @payments?.loaded
c.monthsSubscribed = (x for x in @payments.models when not x.get('productID')).length # productID is for gem purchases

View file

@ -110,6 +110,7 @@ defaultTasks =
Item: commonTasks.concat purchasableTasks.concat [
'Set the hero class if class-specific.'
'Upload Paper Doll Images.'
'Configure item stats and abilities.'
]
Missile: commonTasks.concat animatedThangTypeTasks.concat [
'Make sure there is a launch sound trigger.'
@ -152,7 +153,9 @@ module.exports = class ThangTypeEditView extends RootView
'click .play-with-level-parent': 'onPlayLevelSelect'
'keyup .play-with-level-input': 'onPlayLevelKeyUp'
'click li:not(.disabled) > #pop-level-i18n-button': 'onPopulateLevelI18N'
'mousedown #canvas': 'onCanvasMouseDown'
'mouseup #canvas': 'onCanvasMouseUp'
'mousemove #canvas': 'onCanvasMouseMove'
onClickSetVectorIcon: ->
modal = new VectorIconSetupModal({}, @thangType)
@ -411,6 +414,7 @@ module.exports = class ThangTypeEditView extends RootView
@layerAdapter.resetSpriteSheet()
@layerAdapter.addLank(lank)
@currentLank = lank
@currentLankOffset = null
showSprite: (sprite) ->
@clearDisplayObject()
@ -621,6 +625,31 @@ module.exports = class ThangTypeEditView extends RootView
@childWindow = window.open("/play/level/#{scratchLevelID}", 'child_window', 'width=1024,height=560,left=10,top=10,location=0,menubar=0,scrollbars=0,status=0,titlebar=0,toolbar=0', true)
@childWindow.focus()
# Canvas mouse drag handlers
onCanvasMouseMove: (e) ->
return unless p1 = @canvasDragStart
p2 = x: e.offsetX, y: e.offsetY
offset = x: p2.x - p1.x, y: p2.y - p1.y
@currentLank.sprite.x = @currentLankOffset.x + offset.x / @scale
@currentLank.sprite.y = @currentLankOffset.y + offset.y / @scale
@canvasDragOffset = offset
onCanvasMouseDown: (e) ->
return unless @currentLank
@canvasDragStart = x: e.offsetX, y: e.offsetY
@currentLankOffset ?= x: @currentLank.sprite.x, y: @currentLank.sprite.y
onCanvasMouseUp: (e) ->
@canvasDragStart = null
return unless @canvasDragOffset
return unless node = @treema.getLastSelectedTreema()
offset = node.get '/'
offset.x += Math.round @canvasDragOffset.x
offset.y += Math.round @canvasDragOffset.y
@canvasDragOffset = null
node.set '/', offset
destroy: ->
@camera?.destroy()
super()

View file

@ -619,7 +619,7 @@ module.exports = class InventoryModal extends ModalView
item = _.find @items.models, (item) -> item.get('original') is original
continue unless dollImages = item?.get('dollImages')
didAdd = @addDollImage slot, dollImages, heroClass, gender
slotsWithImages.push slot if didAdd
slotsWithImages.push slot if didAdd if item.get('original') isnt '54ea39342b7506e891ca70f2' # Circlet of the Magi needs hair under it
@$el.find('#hero-image-hair').toggle not ('head' in slotsWithImages)
@$el.find('#hero-image-thumb').toggle not ('gloves' in slotsWithImages)
@ -637,6 +637,8 @@ module.exports = class InventoryModal extends ModalView
imageKeys = ["#{gender}#{heroClass}", "#{gender}#{heroClass}Thumb"]
else
imageKeys = ["#{gender}", "#{gender}Thumb"]
else if heroClass is 'Wizard' and slot is 'torso'
imageKeys = [gender, "#{gender}Back"]
else
imageKeys = [gender]
for imageKey in imageKeys

View file

@ -43,7 +43,6 @@
"passport": "0.1.x",
"passport-local": "0.1.x",
"moment": "~2.5.0",
"mongodb": "1.2.x",
"mongoose": "3.8.x",
"request": "2.12.x",
"tv4": "~1.0.16",

View file

@ -34,6 +34,7 @@ ThangTypeHandler = class ThangTypeHandler extends Handler
'extendedName'
'unlockLevelName'
'tasks'
'terrains'
]
hasAccess: (req) ->

View file

@ -210,7 +210,7 @@ describe 'Achieving Achievements', ->
joe2.save (err, joe3) ->
expect(err).toBeNull()
User.findById(joe3.get('_id')).exec (err, joe4) ->
expect(joe4.get('earned').gems).toBe(4) # ... this sometimes gives 4, sometimes 2. Race condition?
#expect(joe4.get('earned').gems).toBe(4) # ... this sometimes gives 4, sometimes 2. Race condition? TODO
done()

View file

@ -7,7 +7,7 @@ describe '/db/payment', ->
request = require 'request'
paymentURL = getURL('/db/payment')
checkChargesURL = getURL('/db/payment/check-stripe-charges')
firstApplePayment = {
apple: {
rawReceipt: testReceipt
@ -15,7 +15,7 @@ describe '/db/payment', ->
localPrice: '$5.00'
}
}
secondApplePayment = {
apple: {
rawReceipt: testReceipt
@ -23,7 +23,7 @@ describe '/db/payment', ->
localPrice: '$10.00'
}
}
paymentCreated = null
it 'clears the db first', (done) ->
@ -32,13 +32,13 @@ describe '/db/payment', ->
done()
describe 'posting Apple IAPs', ->
it 'denies anonymous users trying to pay', (done) ->
request.get getURL('/auth/whoami'), ->
request.post {uri: paymentURL, json: firstApplePayment}, (err, res, body) ->
expect(res.statusCode).toBe 403
done()
it 'creates a payment object and credits gems to the user', (done) ->
loginJoe ->
request.post {uri: paymentURL, json: firstApplePayment}, (err, res, body) ->
@ -48,7 +48,7 @@ describe '/db/payment', ->
expect(user.get('purchased').gems).toBe(5000)
done()
)
it 'is idempotent', (done) ->
loginJoe ->
request.post {uri: paymentURL, json: firstApplePayment}, (err, res, body) ->
@ -74,7 +74,7 @@ describe '/db/payment', ->
expect(user.get('purchased').gems).toBe(16000)
done()
)
describe 'posting Stripe purchases', ->
stripe = require('stripe')(config.stripe.secretKey)
@ -121,7 +121,7 @@ describe '/db/payment', ->
done()
)
)
it 'ignores repeated purchases', (done) ->
data = { productID: 'gems_5', stripe: { token: stripeTokenID, timestamp: timestamp } }
request.post {uri: paymentURL, json: data }, (err, res, body) ->
@ -133,7 +133,7 @@ describe '/db/payment', ->
done()
)
)
it 'allows a new charge on the existing customer', (done) ->
data = { productID: 'gems_5', stripe: { timestamp: new Date().getTime() } }
request.post {uri: paymentURL, json: data }, (err, res, body) ->
@ -144,11 +144,11 @@ describe '/db/payment', ->
joeData = user.toObject()
expect(user.get('purchased').gems).toBe(10000)
done()
it "updates the customer's card when you submit a new token", (done) ->
stripe.customers.retrieve joeData.stripe.customerID, (err, customer) ->
originalCustomerID = customer.id
originalCardID = customer.cards.data[0].id
originalCardID = customer.sources.data[0].id
stripe.tokens.create {
card: { number: '4242424242424242', exp_month: 12, exp_year: 2020, cvc: '123' }
}, (err, token) ->
@ -159,7 +159,7 @@ describe '/db/payment', ->
joeData = user.toObject()
expect(joeData.stripe.customerID).toBe(originalCustomerID)
stripe.customers.retrieve joeData.stripe.customerID, (err, customer) ->
expect(customer.cards.data[0].id).not.toBe(originalCardID)
expect(customer.sources.data[0].id).not.toBe(originalCardID)
done()
it 'clears the db', (done) ->
@ -172,7 +172,7 @@ describe '/db/payment', ->
card: { number: '4242424242424242', exp_month: 12, exp_year: 2020, cvc: '123' }
}, (err, token) ->
data = {
data = {
productID: 'gems_5'
stripe: { token: token.id, timestamp: timestamp }
breakAfterCharging: true
@ -181,11 +181,11 @@ describe '/db/payment', ->
loginJoe (joe) ->
request.post {uri: paymentURL, json: data }, (err, res, body) ->
expect(res.statusCode).toBe 500
data = _.omit data, 'breakAfterCharging'
request.post {uri: paymentURL, json: data }, (err, res, body) ->
expect(res.statusCode).toBe 201
Payment.count({}, (err, count) ->
expect(count).toBe(1)
User.findById(joe.get('_id'), (err, user) ->
@ -199,7 +199,7 @@ describe '/db/payment', ->
clearModels [User, Payment], (err) ->
throw err if err
done()
# Testing card numbers are here: https://stripe.com/docs/testing
it 'handles card that attaches to customer but fails to be charged', (done) ->
@ -295,4 +295,3 @@ describe '/db/payment', ->
done()
)
)

View file

@ -280,10 +280,10 @@ describe 'SearchablePlugin', ->
firstArticle.save (err) ->
throw err if err
Article.textSearch 'best', {filter: {index: true}}, (err, results) ->
Article.find {$text: {$search: 'best'}, index: true}, (err, results) ->
expect(err).toBeNull()
if results
expect(results.results.length).toBeGreaterThan(0)
expect(results.length).toBeGreaterThan(0)
else
console.log('ERROR:', err)
done()