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text fixes
This commit is contained in:
parent
758d6cf340
commit
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17
config.cpp
17
config.cpp
@ -734,8 +734,8 @@ void edit_sightrange() {
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dialog::editNumber(sightranges[geometry], 0, 2 * M_PI, 0.5, M_PI, XLAT("3D sight range"),
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dialog::editNumber(sightranges[geometry], 0, 2 * M_PI, 0.5, M_PI, XLAT("3D sight range"),
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XLAT(
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XLAT(
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"Sight range for 3D geometries is specified in the absolute units. This value also affects the fog effect.\n\n"
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"Sight range for 3D geometries is specified in the absolute units. This value also affects the fog effect.\n\n"
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"In spherical geometries, the sight range of 2pi will let you see things behind you as if they were in front of you, "
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"In spherical geometries, the sight range of 2? will let you see things behind you as if they were in front of you, "
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"and the sight range of pi (or more) will let you see things on the antipodal point just as if they were close to you.\n\n"
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"and the sight range of ? (or more) will let you see things on the antipodal point just as if they were close to you.\n\n"
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"In hyperbolic geometries, the number of cells to render depends exponentially on the sight range. More cells to drawn "
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"In hyperbolic geometries, the number of cells to render depends exponentially on the sight range. More cells to drawn "
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"reduces the performance.\n\n"
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"reduces the performance.\n\n"
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"Sight range affects the gameplay, and monsters act iff they are visible. Monster generation takes this into account."
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"Sight range affects the gameplay, and monsters act iff they are visible. Monster generation takes this into account."
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@ -962,7 +962,7 @@ void resetConfigMenu();
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void configureOther() {
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void configureOther() {
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gamescreen(3);
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gamescreen(3);
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dialog::init(XLAT("other configuration"));
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dialog::init(XLAT("other settings"));
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#if ISSTEAM
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#if ISSTEAM
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dialog::addBoolItem(XLAT("send scores to Steam leaderboards"), (vid.steamscore&1), 'x');
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dialog::addBoolItem(XLAT("send scores to Steam leaderboards"), (vid.steamscore&1), 'x');
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@ -1143,7 +1143,7 @@ void projectionDialog() {
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dialog::addSelItem(sphere ? "gnomonic" : "Klein model", "0", 'K');
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dialog::addSelItem(sphere ? "gnomonic" : "Klein model", "0", 'K');
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dialog::add_action([] () { *dialog::ne.editwhat = 0; vid.scale = 1; dialog::ne.s = "0"; });
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dialog::add_action([] () { *dialog::ne.editwhat = 0; vid.scale = 1; dialog::ne.s = "0"; });
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if(hyperbolic) {
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if(hyperbolic) {
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dialog::addSelItem("inverse Poincaré model", "-1", 'I');
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dialog::addSelItem("inverted Poincaré model", "-1", 'I');
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dialog::add_action([] () { *dialog::ne.editwhat = -1; vid.scale = 1; dialog::ne.s = "-1"; });
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dialog::add_action([] () { *dialog::ne.editwhat = -1; vid.scale = 1; dialog::ne.s = "-1"; });
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}
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}
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dialog::addItem(sphere ? "orthographic" : "Gans model", 'O');
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dialog::addItem(sphere ? "orthographic" : "Gans model", 'O');
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@ -1272,7 +1272,7 @@ void showStereo() {
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dialog::addSelItem(XLAT("desaturate colors"), its(vid.desaturate)+"%", 'c');
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dialog::addSelItem(XLAT("desaturate colors"), its(vid.desaturate)+"%", 'c');
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dialog::add_action([] {
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dialog::add_action([] {
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dialog::editNumber(vid.desaturate, 0, 100, 10, 0, XLAT("remove standard colors"),
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dialog::editNumber(vid.desaturate, 0, 100, 10, 0, XLAT("desaturate colors"),
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XLAT("Make the game colors less saturated. This is useful in the anaglyph mode.")
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XLAT("Make the game colors less saturated. This is useful in the anaglyph mode.")
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);
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);
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});
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});
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@ -1381,13 +1381,13 @@ void show3D() {
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}
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}
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if(DIM == 2) {
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if(DIM == 2) {
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dialog::addBreak(50);
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dialog::addBreak(50);
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dialog::addSelItem(XLAT("model used"), conformal::get_model_name(pmodel), 'M');
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dialog::addSelItem(XLAT("projection"), current_proj_name(), 'M');
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}
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}
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if(DIM == 3) add_edit_fov('f');
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if(DIM == 3) add_edit_fov('f');
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if(DIM == 3) {
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if(DIM == 3) {
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dialog::addSelItem(XLAT("radar size"), fts3(vid.radarsize), 'r');
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dialog::addSelItem(XLAT("radar size"), fts3(vid.radarsize), 'r');
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dialog::add_action([] () {
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dialog::add_action([] () {
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dialog::editNumber(vid.radarsize, 0, 360, 15, 90, "", "");
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dialog::editNumber(vid.radarsize, 0, 360, 15, 90, "", "set to 0 to disable");
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});
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});
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}
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}
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@ -1644,7 +1644,8 @@ void show_color_dialog() {
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dialog::add_action([] () { vid.grid = true; dialog::openColorDialog(stdgridcolor); dialog::dialogflags |= sm::SIDE; });
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dialog::add_action([] () { vid.grid = true; dialog::openColorDialog(stdgridcolor); dialog::dialogflags |= sm::SIDE; });
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dialog::addSelItem(XLAT("brightness behind the sphere"), fts3(backbrightness), 'i');
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dialog::addSelItem(XLAT("brightness behind the sphere"), fts3(backbrightness), 'i');
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dialog::add_action([] () { dialog::editNumber(backbrightness, 0, 1, .01, 0.25, XLAT("brightness behind the sphere"), "brightness behind the sphere"); dialog::bound_low(0); });
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dialog::add_action([] () { dialog::editNumber(backbrightness, 0, 1, .01, 0.25, XLAT("brightness behind the sphere"),
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XLAT("In the orthogonal projection, objects on the other side of the sphere are drawn darker.")); dialog::bound_low(0); });
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dialog::addColorItem(XLAT("projection period"), periodcolor, 'p');
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dialog::addColorItem(XLAT("projection period"), periodcolor, 'p');
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dialog::add_action([] () { dialog::openColorDialog(periodcolor); dialog::dialogflags |= sm::SIDE; });
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dialog::add_action([] () { dialog::openColorDialog(periodcolor); dialog::dialogflags |= sm::SIDE; });
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@ -452,7 +452,7 @@ string current_proj_name() {
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else if(hyperbolic && vid.alpha == 0)
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else if(hyperbolic && vid.alpha == 0)
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return XLAT("Klein");
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return XLAT("Klein");
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else if(hyperbolic && vid.alpha == -1)
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else if(hyperbolic && vid.alpha == -1)
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return XLAT("inverted Poincaré");
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return XLAT("inverted Poincaré model");
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else if(sphere && vid.alpha == 1)
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else if(sphere && vid.alpha == 1)
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return XLAT("stereographic");
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return XLAT("stereographic");
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else if(sphere && vid.alpha == 0)
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else if(sphere && vid.alpha == 0)
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@ -711,7 +711,7 @@ void showEuclideanMenu() {
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dialog::addBreak(50);
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dialog::addBreak(50);
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#if CAP_SHOT
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#if CAP_SHOT
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dialog::addItem(XLAT("take picture"), 's');
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dialog::addItem(XLAT("take screenshot"), 's');
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dialog::add_action_push(shot::menu);
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dialog::add_action_push(shot::menu);
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#endif
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#endif
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228
language-pl.cpp
228
language-pl.cpp
@ -7620,3 +7620,231 @@ S("do not use special centering for racing", "wyścig bez specjalnego centrowani
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S("F8 = settings", "F8 = ustawienia")
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S("F8 = settings", "F8 = ustawienia")
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#undef Orb
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#undef Orb
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// standarization of geometry names
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S("{7,3} (standard HyperRogue map)", "{7,3} (domyślna mapa HyperRogue)")
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S("{6,3} (Euclidean grid)", "{6,3} (Euklidesowa siatka sześciokątna)")
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S("{5,3} (dodecahedron)", "{5,3} (dwunastościan)")
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S("elliptic geometry in {5,3}", "płaszczyzna eliptyczna w {5,3}")
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S("torus/Klein bottle/...", "torus/butelka Kleina/...")
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S("{8,3} (like standard but with octagons)", "{8,3} (jak domyślna ale ośmiokąty)")
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S("{5,4} (four pentagons)", "{5,4} (cztery pięciokąty)")
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S("{6,4} (four hexagons)", "{6,4} (cztery sześciokąty)")
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S("{7,4} (four heptagons)", "{7,4} (cztery siedmiokąty)")
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S("{4,3} (cube)", "{4,3} (sześcian)")
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S("{3,3} (tetrahedron)", "{3,3} (czworościan)")
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S("{4,4} (Euclidean square grid)", "{4,4} (Euklidesowa siatka kwadratowa)")
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S("elliptic geometry in {4,3}", "płaszczyzna eliptyczna w {4,3}")
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S("{3,4} (octahedron)", "{3,4} (ośmiościan)")
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// new 3D geometries
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S("variant of the binary tiling", "wariant parkietażu binarnego")
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S("{4,3,4} cube tiling", "{4,3,4} sześciany")
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S("rhombic dodecahedral honeycomb", "{5,3,4} dwunastościany rombowe")
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S("{bitruncated cubic honeycomb", "ośmiościany ścięte")
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S("{4,4} on horospheres", "{4,4} na horosferach")
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S("{3,6} on horospheres", "{3,6} na horosferach")
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S("{6,3} on horospheres", "{3,6} na horosferach")
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S("rectangles on horospheres", "prostokąty na horosferach")
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// quotient space abbreviations
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S("minimal", "minimal")
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S("Klein", "Klein")
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S("Bolza", "Bolza")
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S("Bolza2", "Bolza2")
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S("Macbeath", "Macbeath")
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S("Bring", "Bring")
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S("M3", "M3")
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S("M4", "M4")
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S("Crystal", "Kryształ")
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#define Cell(x) \
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S(x "-cell", x "-komórka") \
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S(x "-cell (elliptic space", x "-komórka (przestrzeń eliptyczna)")
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Cell("{3,3,3} 5") Cell("{4,3,3} 8") Cell("{3,3,4} 16") Cell("{3,4,3} 24") Cell("{5,3,3} 120") Cell("{3,3,5} 600")
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#undef Cell
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#define Honeycomb(x) \
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S(x " hyperbolic honeycomb", x " siatka hiperboliczna") \
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S(x " field quotient space", x " przestrzeń ilorazowa ciała")
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Honeycomb("{5,3,4}") Honeycomb("{4,3,5}")
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#undef Honeycomb
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// new or previously untranslated options
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S("dimension", "wymiar")
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S("pattern", "wzór")
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S("Euler characteristics", "charakterystyka Eulera")
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S("demigenus", "genus nieorientowalny")
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S("number of mines", "liczba min") // for Minefield in bounded spaces
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S("advanced parameters", "parametry dodatkowe")
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// models & projections
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S("disk/Gans", "dysk/model Gansa")
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S("spiral/ring", "spirala/pierścień")
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S("native perspective", "wewnętrzna perspektywa")
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S("azimuthal equi-volume", "azymutalny, równe objętości")
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S("ball model/Gans", "model kuli/Gansa")
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S("perspective in 4D", "perspektywa w 4D")
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S("half-space", "półprzestrzeń")
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// projection configuration
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S("projection distance", "ogległość rzutu")
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S("rotation (x/z plane)", "obrót w płaszczyźnie x/z")
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S("model orientation (y/z plane)", "orientacja modelu (y/z)")
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S("near clipping plane", "przycinanie bliskie")
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S("far clipping plane", "przycinanie dalekie")
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S(
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"Your view of the 3D model is naturally bounded from four directions by your window. "
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"Here, you can also set up similar bounds in the Z direction. Radius of the ball/band "
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"models, and the distance from the center to the plane in the halfspace model, are 1.\n\n",
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"Model 3D widoczny na ekranie jest naturalnie ograniczony z 4 strony przez wielkość okna. "
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"Tu można również ustawić podobne ograniczenie w kierunku Z. Promień modelu kuli/wstęgi, "
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"oraz odległość od środka do płaszczyzny w modelu półprzestrzeni, są równe 1.\n\n")
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S("Objects with Z coordinate "
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"bigger than this parameter are not shown. This is useful with the models which "
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"extend infinitely in the Z direction, or if you want things close to your character "
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"to be not obscured by things closer to the camera.",
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"Obiekty ze współrzędną Z powyżej tego parametru nie są widoczne. Jest to użyteczne "
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"w modelach rozszerzających się w nieskończoność w kierunku dodatnich Z, lub gdy "
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"chcesz, by obiekty obok Twojej postaci nie były zasłaniane przez obiekty bliżej "
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"kamery.")
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S("Objects with Z coordinate "
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"smaller than this parameter are not shown; it also affects the fog effect"
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" (near clipping plane = 0% fog, far clipping plane = 100% fog).",
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"Obiekty ze współrzędną Z poniżej tego parametru nie są widoczne; wpływa on "
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"również na efekt mgły (przycinanie bliskie = 0% mgły, przycinanie dalekie = 100% mgły).")
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S("set to 90° for the ring projection", "ustaw 90° by uzyskać rzut pierścieniowy")
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S("spiral multiplier", "mnożnik spirali")
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S(
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"This parameter has a bit different scale depending on the settings:\n"
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"(1) in spherical geometry (with spiral angle=90, 1 produces a stereographic projection)\n"
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"(2) in hyperbolic geometry, with spiral angle being +90° or -90°\n"
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"(3) in hyperbolic geometry, with other spiral angles (1 makes the bands fit exactly)",
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"Ten parametr ma różną skalę w zależności od ustawień:\n"
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"(1) w geometrii sferycznej (przy kącie=90, 1 to rzut stereograficzny)\n"
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"(2) w geometrii hiperbolicznej, przy kącie równym +90° lub -90°\n"
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"(3) w geometrii hiperbolicznej, przy innym kącie (1 to dokładnie dopasowana wstęga)\n"
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)
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// line animation
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S("animate from start to current player position", "animacja od startu do obecnej pozycji gracza")
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S("animate from last recenter to current view", "animacja od ostatniej pozycji centrowania do obecnego punktu widzenia")
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// 3D settings for 3D mode
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S("3D sight range", "zasięg wzroku w 3D")
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S(
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"Sight range for 3D geometries is specified in the absolute units. This value also affects the fog effect.\n\n"
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"In spherical geometries, the sight range of 2π will let you see things behind you as if they were in front of you, "
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"and the sight range of π (or more) will let you see things on the antipodal point just as if they were close to you.\n\n"
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"In hyperbolic geometries, the number of cells to render depends exponentially on the sight range. More cells to drawn "
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"reduces the performance.\n\n"
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"Sight range affects the gameplay, and monsters act iff they are visible. Monster generation takes this into account.",
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"Zasięg wzroku w geometriach 3D jest określany w jednostkach absolutnych. Od tego parametru zależy również efekt mgły.\n\n"
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"W geometrii sferycznej zasięg wzroku 2π powoduje, że rzeczy za Tobą wyglądają jakby były przed Tobą, a zasięg π (i powyżej "
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"pozwala widzieć rzeczy w punkcie antypodycznym tak, jakby były blisko Ciebie.\n\n"
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"W geometriach hiperbolicznych liczba renderowanych komórek zależy wykładniczo od zasięgu wzroku. Im więcej komórek jest "
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"renderowane, tym gorsza wydajność.\n\n"
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"Rozgrywka zależy od zasięgu wzroku: przeciwnicy działają wtedy, gdy są widoczni. Częstość generowania przeciwników jest automatycznie dostosowywana.")
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S("limit generation", "ograniczenie generacji")
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S("Cells over this distance will not be generated, but they will be drawn if they are already generated and in the sight range.",
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"Komórki dalsze niż w tej odległości nie będą automatycznie generowane, ale będą renderowane, jeżeli zostały wygenerowane wcześniej.")
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S("inverted Poincaré model", "model Poincarégo w inwersji")
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S("mouse aiming sensitivity", "czułość celowania myszą")
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S("set to 0 to disable", "ustaw 0 by wyłączyć")
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S("radar size", "wielkość radaru")
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S("Height to width", "wysokość do szerokości")
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S("Creature scale", "skala stworzeń")
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// not only in 3D mode
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S("desaturate colors", "desaturowane kolory")
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S("Make the game colors less saturated. This is useful in the anaglyph mode.",
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"Powoduje, że kolory są mniej nasycone. Jest to użyteczne w trybie anaglifów.")
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S("brightness behind the sphere", "jasność za sferą")
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S("In the orthogonal projection, objects on the other side of the sphere are drawn darker.",
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"W rzucie ortogonalnym obiekty po drugiej stronie sfery są rysowane ciemniejsze.")
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// restructured menus
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S("colors & aura", "kolory i aura")
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S("colors of some game objects can be edited by clicking them.", "można zmieniać kolory niektórych obiektów gry, klikając je.")
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S("standard grid color", "standardowy kolor siatki")
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||||||
|
S("mouse & touchscreen", "mysz i ekran dotykowy")
|
||||||
|
S("settings", "ustawienia")
|
||||||
|
S("interface", "interfejs")
|
||||||
|
S("general graphics", "grafika ogólna")
|
||||||
|
S("quick options", "szybkie opcje")
|
||||||
|
S("models & projections", "modele i projekcje")
|
||||||
|
S("keyboard & joysticks", "klawiatura i kontrolery")
|
||||||
|
S("other settings", "inne ustawienia")
|
||||||
|
S("special modes", "tryby specjalne")
|
||||||
|
S("creative mode", "tryb kreatywny")
|
||||||
|
S("multiplayer", "gra wieloosobowa")
|
||||||
|
|
||||||
|
// extra / previously untranslated options
|
||||||
|
|
||||||
|
S("smooth scrolling", "gładkie przewijanie")
|
||||||
|
S("change slideshow", "zmień pokaz slajdów")
|
||||||
|
S("move by clicking on compass", "ruch przez klikanie kompasu")
|
||||||
|
S("disable the HUD", "wyłącz elementy interfejsu (HUD)")
|
||||||
|
S("hide the player", "ukryj gracza")
|
||||||
|
|
||||||
|
// redefinable key in 3D shmup mode
|
||||||
|
S("scroll forward", "przewijanie w przód")
|
||||||
|
S("scroll backward", "przewijanie w tył")
|
||||||
|
|
||||||
|
S("note: configured input is designed for", "uwaga: sterowanie skonfigurowane jest zaprojektowane")
|
||||||
|
S("multiplayer and shmup mode; some features", "dla trybu wieloosobowwego i strzelanki; część")
|
||||||
|
S("work worse if you use it.", "funkcjonalności działa gorzej w tym trybie.")
|
||||||
|
|
||||||
|
// quick options in 3D
|
||||||
|
S("first person perspective", "perspektywa pierwszej osoby")
|
||||||
|
S("fixed point of view", "ustalony punkt widzenia")
|
||||||
|
S("third person perspective", "perspektywa trzeciej osoby")
|
||||||
|
|
||||||
|
S("Hint: these keys usually work during the game", "Wskazówka: te klawisze działają również podczas gry")
|
||||||
|
|
||||||
|
// 3D graphics editor
|
||||||
|
|
||||||
|
S("l = color group: %1", "l = grupa koloru: %1")
|
||||||
|
S("z = z-level", "z = poziom Z")
|
||||||
|
S("Changing the z-level will make this layer affected by the parallax effect.", "zmiana poziomu Z powoduje efekt paralaksy dla tej warstwy.")
|
||||||
|
S("The distance from the camera to added points.", "Punkty są dodawane w tej odległości od kamery.")
|
||||||
|
|
||||||
|
S("This land has been disabled with compilation flags.", "Ta kraina została wyłączona opcjami kompilacji.")
|
||||||
|
S("This land does not make much sense in 3D.", "Ta kraina nie ma sensu w 3D.")
|
||||||
|
S("This land does not make much sense in binary tiling.", "Ta kraina nie ma sensu w parkietażach binarnych.")
|
||||||
|
S("Special pattern implemented for this geometry.", "Specjalny wzór zaimplementowany w tej geometrii.")
|
||||||
|
S("This land works only in the shmup mode.", "Ta kraina działa jedynie w trybie strzelanki.")
|
||||||
|
|
||||||
|
// new land
|
||||||
|
|
||||||
|
N("Space Rocks", GEN_F, "Kosmiczne Skały", "Kosmiczne Skały", "Kosmicznymi Skałami", "wśród Kosmicznych Skał")
|
||||||
|
N("Space Rock", GEN_F, "Kosmiczna Skała", "Kosmiczne Skały", "Kosmiczną Skałę", "Kosmiczną Skałą")
|
||||||
|
N("Fuel", GEN_F, "Paliwo", "Paliwa", "Paliwo", "Paliwo")
|
||||||
|
S("Shoot the Space Rocks for score. Large Rocks will split into two smaller rocks.",
|
||||||
|
"Strzelaj w Kosmiczne Skały by zdobywać punkty. Duże Skały rozpadają się na dwie mniejsze.")
|
||||||
|
|
||||||
|
N("editable statue", GEN_O, "edytowalny pomnik", "edytowalne pomniki", "edytowalny pomnik", "edytowalnym pomnikiem")
|
||||||
|
S("These statues are designed to have their graphics edited in the Vector Graphics Editor. Each number has its own, separate graphics.",
|
||||||
|
"Można zmienić wygląd tych pomników w Edytorze Grafiki. Każdy indeks ma swoją własną, osobną grafikę.")
|
||||||
|
@ -349,8 +349,8 @@ void showGraphQuickKeys() {
|
|||||||
dialog::addBoolItem(XLAT("mark heptagons"), (vid.darkhepta), '7');
|
dialog::addBoolItem(XLAT("mark heptagons"), (vid.darkhepta), '7');
|
||||||
|
|
||||||
dialog::addBreak(50);
|
dialog::addBreak(50);
|
||||||
dialog::addInfo("Hint: these keys usually work during the game");
|
dialog::addInfo(XLAT("Hint: these keys usually work during the game"));
|
||||||
dialog::addInfo("also hold Alt during the game to toggle high contrast");
|
dialog::addInfo(XLAT("also hold Alt during the game to toggle high contrast"));
|
||||||
|
|
||||||
dialog::addBreak(50);
|
dialog::addBreak(50);
|
||||||
dialog::addBack();
|
dialog::addBack();
|
||||||
@ -416,7 +416,7 @@ void showCreative() {
|
|||||||
gamescreen(3);
|
gamescreen(3);
|
||||||
dialog::init(XLAT("creative mode"));
|
dialog::init(XLAT("creative mode"));
|
||||||
|
|
||||||
dialog::addItem("map editor", 'm');
|
dialog::addItem(XLAT("map editor"), 'm');
|
||||||
dialog::add_action([] {
|
dialog::add_action([] {
|
||||||
if(tactic::on)
|
if(tactic::on)
|
||||||
addMessage(XLAT("Not available in the pure tactics mode!"));
|
addMessage(XLAT("Not available in the pure tactics mode!"));
|
||||||
|
Loading…
Reference in New Issue
Block a user