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1.
Sprites
Imagens
Translated and reviewed by N0YkcHuGce
Located in ../../source/sprites.rst:7
2.
To support the display of a large number of images at once, Ren'Py supports a sprite system. This system allows one to create sprites, where each sprite contains a displayable. The sprites can then have their location on the screen and vertical ordering changed.
Para suportar a exibição de um grande número de imagens ao mesmo tempo, Ren'Py oferece suporte a um sistema de sprites. Este sistema permite criar sprites, onde cada sprite contém um displayable. Os sprites podem então ter sua localização na tela e a ordem vertical alterada.
Translated and reviewed by N0YkcHuGce
Located in ../../source/sprites.rst:9
3.
If one ignores performance, the sprite system is conceptually similar to a :func:`Fixed` wrapping :func:`Transform`\s. Sprites are much faster than transforms, but also less flexible. The big performance improvement of sprites is that each Displayable is rendered only once per frame, even if that Displayable is used by many sprites. The limitation is that Sprites only allow one to change their xoffset and yoffset, rather than the many properties that a Transform has.
Se alguém ignorar o desempenho, o sistema de sprite é conceitualmente semelhante a um: func: `Fixed` wrapping: func:` Transform` \ s. Sprites são muito mais rápidos do que transformações, mas também menos flexíveis. A grande melhoria de desempenho dos sprites é que cada Displayable é renderizado apenas uma vez por quadro, mesmo se esse Displayable for usado por muitos sprites. A limitação é que os Sprites só permitem que um altere seu xoffset e yoffset, ao invés das muitas propriedades que um Transform possui.
Translated and reviewed by N0YkcHuGce
Located in ../../source/sprites.rst:14
4.
To use the sprite system, create a SpriteManager object, and then call its create method to create new particles. As necessary, update the xoffset, yoffset, and zorder fields of each sprite to move it around the screen. By supplying `update` and `event` arguments to SpriteManager, you can have the sprites change over time, and react to user input.
Para usar o sistema sprite, crie um objeto SpriteManager e chame seu método create para criar novas partículas. Conforme necessário, atualize os campos xoffset, yoffset e zorder de cada sprite para movê-los pela tela. Ao fornecer os argumentos `update` e` event` para SpriteManager, você pode fazer os sprites mudarem com o tempo e reagir à entrada do usuário.
Translated and reviewed by N0YkcHuGce
Located in ../../source/sprites.rst:22
5.
Sprite Classes
Aulas de Sprite
Translated and reviewed by N0YkcHuGce
Located in ../../source/sprites.rst:30
6.
This represents a sprite that is managed by the SpriteManager. It contains fields that control the placement of the sprite on the screen. Sprites should not be created directly. Instead, they should be created by calling :meth:`SpriteManager.create`.
Isso representa um sprite que é gerenciado pelo SpriteManager. Ele contém campos que controlam o posicionamento do sprite na tela. Sprites não devem ser criados diretamente. Em vez disso, eles devem ser criados chamando: meth: `SpriteManager.create`.
Translated and reviewed by N0YkcHuGce
Located in ../../source/inc/sprites:5
7.
The fields of a sprite object are:
Os campos de um objeto sprite são:
Translated and reviewed by N0YkcHuGce
Located in ../../source/inc/sprites:10
8.
`x`, `y`
`x`,` y`
Translated and reviewed by N0YkcHuGce
Located in ../../source/inc/sprites:14
9.
The x and y coordinates of the upper-left corner of the sprite, relative to the SpriteManager.
As coordenadas xey do canto superior esquerdo do sprite, em relação ao SpriteManager.
Translated and reviewed by N0YkcHuGce
Located in ../../source/inc/sprites:13
10.
`zorder`
`zorder`
Translated and reviewed by N0YkcHuGce
Located in ../../source/inc/sprites:19
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