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11.
An image name. Any other string is interpreted as a reference to an image defined with the image statement.
一个图像的名字。可以是任意的字符串,通过image语句定义的一幅图像的引用。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:28
12.
Images
图像
Translated and reviewed by Huang Junjie
Located in ../../source/displayables.rst:34
13.
The most commonly used displayable is Image, which loads a file from disk and displays it. Since Image is so commonly used, when a string giving a filename is used in a context that expects a displayable, an Image is automatically created. The only time it's necessary to use Image directly is when you want to create an image with style properties.
最常用的displayable就是图像,可以从文件读取并展示出来。因为图像的使用太频繁了,所以在上下文中用来表示文件名的字符串都被认为是一个displayable,并根据其文件内容自动创建一个图像。只有当您需要创建一个有样式属性的图像时才有必要直接使用一个图像。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:36
14.
Loads an image from a file. `filename` is a string giving the name of the file.
从文件读取一个图像。`filename`是一个包含文件名的字符串。
Translated and reviewed by Hanming Wu
Located in ../../source/inc/im_image:5
15.
`filename` should be a JPEG or PNG file with an appropriate extension.
`filename`应该是一个JPEG或PNG文件,并以相应的扩展名结尾。
Translated and reviewed by Hanming Wu
Located in ../../source/inc/im_image:8
16.
Loading an Image from from a file on disk and decoding it so it can be drawn to the screen takes a long amount of time. While measured in the tenths or hundreds of seconds, the duration of the loading process is long enough that it can prevent an acceptable framerate, and become annoying to the user.
从磁盘上载入一幅图像并解码,使得其能够在屏幕上显示出来,这个过程需要花费大量时间。当这个过程长达数十秒甚至是上百秒时,载入过程持续的时间过长以至于会影响帧率,进而影响用户体验。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:55
17.
Since an Image is of a fixed size, and doesn't change in response to input, game state, or the size of the area available to it, an Image can be loaded before it is needed, and placed into an area of memory known as the image cache. Once an Image is decoded and in the cache, it can be quickly drawn to the screen.
因为一幅图像有固定的尺寸,并且不会因用户的输入、游戏的状态、所处的空间的大小而产生变化,那么就可以在使用这幅图片前载入它,然后把它放置到内存中被成为图像缓存的地方。一旦图像被解码并放到缓存中,就可以被快速地显示在屏幕上。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:61
18.
Ren'Py attempts to predict the images that will be used in the future, and loads them into the image cache before they are used. When space in the cache is needed for other images, Ren'Py will remove images that are no longer being used.
Ren'Py会尝试预测图像是否会在将来被使用,并在使用前将其载入到缓存中。当缓存中的空间需要用来存储其他图像时,Ren'Py会将那些不再使用的图像移除。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:67
19.
By default, Ren'Py will predictively cache up to 8 screens worth of image data. (If your screen is 800x600, then a screen's worth of data is one 800x600 image, two 400x600 images, and so on.) This can be changed with the :var:config.image_cache_size configuration variable.
Ren'Py默认情况下会预先载入相当于8个屏幕大小的图像数据。(如果您的显示尺寸为800x600,那么一个屏幕大小的数据就是一个800x600的图像,或者2个400x600的图像,以此类推) 这个数字可以通过:var:config.image_cache_size变量来设置。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:72
20.
Although the precise amount is dependent on implementation details and there is significant overhead, as a rule of thumb, each pixel in the image cache consumes 4 bytes of main memory and 4 bytes of video memory.
图像在缓存中所占用的空间的精确大小依赖于具体的实现细节,这明显超出了这篇文档的讨论范围,根据经验来讲,图像的每一个像素占用4字节的物理内存和4字节的显存。
Translated and reviewed by Hanming Wu
Located in ../../source/displayables.rst:78
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Contributors to this translation: Hanming Wu, Huang Junjie.