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1.
Sprites
Sprites
Translated and reviewed by Stephan Woidowski on 2018-12-09
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.
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.
Translated and reviewed by Stephan Woidowski on 2018-12-09
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.
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.
Translated and reviewed by Stephan Woidowski on 2018-12-09
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.
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.
Translated and reviewed by Stephan Woidowski on 2018-12-09
Located in ../../source/sprites.rst:22
5.
Sprite Classes
Sprite Classes
Translated and reviewed by Stephan Woidowski on 2018-12-09
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`.
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`.
Translated and reviewed by Stephan Woidowski on 2018-12-09
Located in ../../source/inc/sprites:5
7.
The fields of a sprite object are:
The fields of a sprite object are:
Translated and reviewed by Stephan Woidowski on 2018-12-09
Located in ../../source/inc/sprites:10
8.
`x`, `y`
`x`, `y`
Translated and reviewed by Stephan Woidowski on 2018-12-09
Located in ../../source/inc/sprites:14
9.
The x and y coordinates of the upper-left corner of the sprite, relative to the SpriteManager.
The x and y coordinates of the upper-left corner of the sprite, relative to the SpriteManager.
Translated and reviewed by Stephan Woidowski on 2018-12-09
Located in ../../source/inc/sprites:13
10.
`zorder`
`zorder`
Translated and reviewed by Stephan Woidowski on 2018-12-09
Located in ../../source/inc/sprites:19
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Contributors to this translation: Stephan Woidowski.