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LukeBrownYoYoGames committed Nov 27, 2023
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4 changes: 3 additions & 1 deletion .github/workflows/build.yml
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Expand Up @@ -3,6 +3,8 @@ name: Beta
on:
workflow_dispatch:
pull_request:
paths-ignore:
- '.github/workflows/**'
branches:
- develop

Expand Down Expand Up @@ -32,7 +34,7 @@ jobs:
token: ${{ secrets.GH_TOKEN }}
- name: Beta Builds
if: github.event.pull_request.base.ref == 'develop' || github.event_name == 'workflow_dispatch'
run: build_robohelp_gh.bat -beta %GITHUB_WORKSPACE%\output
run: build_robohelp_gh.bat %GITHUB_WORKSPACE%\output
shell: cmd
working-directory: Manual
- name: Upload robohelp zip file
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41 changes: 41 additions & 0 deletions .github/workflows/trigger-all-localisation-builds.yml
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@@ -0,0 +1,41 @@
name: Trigger-Localisation-Builds

on:
workflow_dispatch:
inputs:
Language:
description: "Select All languages to build"
required: false
type: choice
options:
- ALL
BUILD_TYPE:
description: "Select individual language to build"
required: true
type: choice
options:
- main
- lts
- build


jobs:

Trigger-Localisation-Builds:
name:
runs-on: ubuntu-22.04
strategy:
matrix:
language: [PT-BR, DE, ES, FR, IT, JA, KO, PL, RU, ZH]
steps:
- name: Invoke Localisation Workflows
if: ${{ github.event.inputs.Language }} == 'ALL'
uses: benc-uk/workflow-dispatch@v1
with:
workflow: ${{ github.event.inputs.BUILD_TYPE }}.yml
repo: YoYoGames/GameMaker-Manual-${{ matrix.language }}
token: ${{ secrets.GH_TOKEN }}
continue-on-error: false



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Expand Up @@ -50,9 +50,9 @@ <h1>原始材料和<span class="notranslate">Vertex</span> 建筑指南</h1>
vertex_position(v_buff, 110, 110);<br />
vertex_colour(v_buff, c_white, 1);<br />
vertex_texcoord(v_buff, 1, 1);<br />
vertex_end(v_buff);<br />
<br />
// DRAW EVENT<br />
vertex_end(v_buff);</p>
<p class="code_heading">Draw Event</p>
<p class="code"><br />
var tex = sprite_get_texture(spr_Background, 0);<br />
shader_set(shd_shimmer);<br />
vertex_submit(v_buff, pr_trianglelist, tex);<br />
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Expand Up @@ -137,8 +137,7 @@ <h2>脚本名称与函数名称</h2>
<br />
indirectCall(method(undefined, myscript), arg);<br />
<br />
// OR<br />
<br />
// 2<br />
function indirectCall(func, arg)<br />
{<br />
    script_execute(func, arg);<br />
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Expand Up @@ -24,19 +24,19 @@ <h1>全局变量</h1>
<p>通过全局变量,我们可以改变数值,并看到这些变化反映在所有引用该变量的<span class="notranslate">objects</span> 实例中。和<i>局部变量</i>一样,你必须注意不要把你的全局变量的名字和任何实例变量的名字一样,因为这可能会给你带来问题,并且由于变量的重叠而使错误悄悄进入你的游戏,这有时是一个很难调试的问题。一般来说,你应该在游戏开始时(例如,在游戏的第一个对象实例的<a href="../../../The_Asset_Editors/Object_Properties/Other_Events.htm">房间开始事件</a><span class="notranslate">object</span> )有一个单一的<span class="notranslate">room</span> ,声明你所有的全局变量,或者有一个单一的<a href="../Script_Functions.htm">脚本函数</a>来声明它们,因为这给你一个方便的地方,如果你需要检查一个变量的名称或编辑一个值,可以一次性地引用所有的变量。</p>
<p><span data-keyref="GameMaker Name">GameMaker</span>也有一系列 &quot;内置 &quot;的全局变量,所以你应该注意它们,因为你可能会把你的一个实例变量命名为相同的名字,或者希望有你自己的全局变量有相同的名字,并想知道为什么你会得到错误!但是,它们很容易被发现,因为它们在代码编辑器中显示为不同的颜色,并在底部的自动完成栏中出现。然而,它们很容易被发现,因为它们在代码编辑器中以不同的颜色显示,也会出现在底部的自动完成栏中。大多数内置的全局变量都有非常具体的用途,在手册的相应章节中列出 - 但是有两个重要的全局变量经常使用,而且没有在其他地方列出。</p>
<ul class="colour">
<li><a href="Builtin_Global_Variables/async_load.htm"><span class="inline">async_load</span></a></li>
<li><span class="inline"><a data-xref="{title}" href="Builtin_Global_Variables/async_load.htm">async_load</a></span></li>
<li><span class="inline"><a data-xref="{title}" href="../../GML_Reference/Game_Input/Gesture_Input/event_data.htm">event_data</a></span></li>
</ul>
<p>还有三个<b>废弃的</b>内置全局变量,你应该知道(这些变量只是为了支持<span class="notranslate">GameMaker</span> 以前版本的遗留项目而设计的,并且应该 <b><i>不能在新项目中使用</i></b>):</p>
<ul class="colour">
<li><a href="Builtin_Global_Variables/score.htm"><span class="inline">score</span></a></li>
<li><a href="Builtin_Global_Variables/health.htm"><span class="inline">health</span></a></li>
<li><a href="Builtin_Global_Variables/lives.htm"><span class="inline">lives</span></a></li>
<li><span class="inline"><a data-xref="{title}" href="Builtin_Global_Variables/score.htm">score</a></span></li>
<li><span class="inline"><a data-xref="{title}" href="Builtin_Global_Variables/health.htm">health</a></span></li>
<li><span class="inline"><a data-xref="{title}" href="Builtin_Global_Variables/lives.htm">lives</a></span></li>
</ul>
<p>最后,有两个变量可用于<span class="notranslate">script</span> 函数和方法。</p>
<ul class="colour">
<li><span class="inline"><a href="Builtin_Global_Variables/argument.htm">argument</a></span></li>
<li><span class="inline"><a href="Builtin_Global_Variables/argument_count.htm">argument_count</a></span></li>
<li><a data-xref="{title}" href="Builtin_Global_Variables/argument.htm">argument</a></li>
<li><a data-xref="{title}" href="Builtin_Global_Variables/argument_count.htm">argument_count</a></li>
</ul>
<p>下面的形式也可以用来声明全局变量,但它是 <i><b>只是为了向后兼容而包括在内</b></i>,不建议你在新项目中使用这种形式,因为未来版本的<span class="notranslate">GameMaker</span> 可能不支持它。</p>
<p>创建全局变量的第二种形式是使用 <span class="inline">globalvar</span> 声明,就像使用 <span class="inline">var</span> 声明一个局部变量一样,将它们声明为全局变量。</p>
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Expand Up @@ -49,5 +49,5 @@ <h5><span data-keyref="Copyright Notice">© Copyright<span class="notranslate">Y
<!-- TAGS
instance_variables
-->

</body></html>
</body>
</html>
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@@ -0,0 +1,68 @@
<?xml version="1.0" encoding="utf-8" ?>
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>asset_get_ids</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" type="text/css" href="../../../../assets/css/default.css" />
<script src="../../../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="" />
<meta name="topic-comment" content="" />
<meta name="rh-index-keywords" content="asset_get_ids" />
<meta name="search-keywords" content="asset_get_ids" />
<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt" />
</head>
<body>
<h1><span data-field="title" data-format="default">asset_get_ids</span></h1>
<p>This function gets an array of references to assets of the given asset type.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_note.hts"> </span> The returned array contains assets that you added through <a data-xref="{title}" href="../../../../Introduction/The_Asset_Browser.htm">The Asset Browser</a> as well as assets that you added <a href="../Asset_Management.htm#dynamically_adding_assets">dynamically at runtime</a>.</p>
<p class="note"><span data-conref="../../../../assets/snippets/Tag_note.hts"> </span> For the asset type <span class="inline2">asset_script</span> the function returns both script assets (the ones you add to <a data-xref="{title}" href="../../../../Introduction/The_Asset_Browser.htm">The Asset Browser</a>) and the <a href="../../../GML_Overview/Script_Functions.htm">script functions</a> they contain.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code"><span data-field="title" data-format="default">asset_get_ids</span>(asset_type);</p>
<table>
<colgroup>
<col />
<col />
<col />
</colgroup>
<tbody>
<tr>
<th>Argument</th>
<th>Type</th>
<th>Description</th>
</tr>
<tr>
<td>asset_type</td>
<td><span data-keyref="Type_Constant_Asset_Type"><a href="asset_get_type.htm" target="_blank">Asset Type Constant</a></span></td>
<td>The type of asset to return in the array</td>
</tr>
</tbody>
</table>
<p> </p>
<h4>Returns:</h4>
<p class="code"><span data-keyref="Type_Array"><a href="../../../GML_Overview/Arrays.htm" target="_blank">Array</a></span> of <span data-keyref="Type_Asset"><a href="../../../../The_Asset_Editors/The_Asset_Editors.htm" target="_blank">Asset</a></span></p>
<p> </p>
<h4>Example:</h4>
<p class="code">var _arr_ids = <span data-field="title" data-format="default">asset_get_ids</span>(asset_sprite);</p>
<p>The code above gets all sprites in the game at the time the function is called and stores them in a temporary variable <span class="inline2">_arr_ids</span>. Sprites that you added before using the <span class="inline2">sprite_add_*</span> functions are also included.</p>
<p> </p>
<p> </p>
<div class="footer">
<div class="buttons">
<div class="clear">
<div>Back: <a data-xref="{title}" href="../Asset_Management.htm">Asset Management</a></div>
<div>Next: <a data-xref="{title}" href="asset_get_tags.htm">asset_get_tags</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
asset_get_ids
-->
<!-- TAGS
asset_get_ids
-->
</body>
</html>
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Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>tag_get_assets</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../../../assets/css/default.css" type="text/css" />
<script src="../../../../assets/scripts/main_script.js"></script>
<meta name="rh-authors" content="Mark Alexander" />
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Expand Up @@ -73,7 +73,7 @@ <h4>例1:</h4>
<p class="code">if health &lt;= 0<br />
{<br />
    lives -= 1;<br />
    audio_play_sound(snd_PlayerDead, 10, false);<br />
    <span data-field="title" data-format="default">audio_play_sound</span>(snd_PlayerDead, 10, false);<br />
}</p>
<p>上述代码检查 &quot;健康 &quot;全局变量,如果它小于或等于0,它将从 &quot;生命 &quot;全局变量中移除1,并播放一个声音。</p>
<h4>例2:</h4>
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Expand Up @@ -27,7 +27,7 @@ <h4>例子。</h4>
<p> </p>
<p class="code">if place_meeting(x, y, obj_Blocker)<br />
{<br />
    path_end();<br />
    <span data-field="title" data-format="default">path_end</span>();<br />
}</p>
<p>如果该实例检测到与给定对象的任何实例发生碰撞,上述代码将结束当前<span class="notranslate">path</span></p>
<p> </p>
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Expand Up @@ -26,8 +26,8 @@ <h4>返回。</h4>
<p> </p>
<h4>例子。</h4>
<p class="code">global.myroom = room_add();<br />
room_set_width(global.myroom, 640);<br />
room_set_height(global.myroom, 480);<br />
room_set_width(global.myroom, 1280);<br />
room_set_height(global.myroom, 720);<br />
room_set_persistent(global.myroom, false);</p>
<p>这将创建一个新的<span class="notranslate">room</span> ,并在变量 &quot;global.myroom &quot;中存储其索引。然后,它将设置其宽度为640像素,高度为480像素,其持久性为 <span class="inline">false</span></p>
<p> </p>
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