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es.po
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# Spanish translation of the Godot Engine class reference.
# Copyright (c) 2014-present Godot Engine contributors.
# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
# This file is distributed under the same license as the Godot source code.
#
# 44pes Games <44pes.games@gmail.com>, 2020.
# Megamega53 <Christopher.Morales21@myhunter.cuny.edu>, 2020, 2021.
# Javier Ocampos <xavier.ocampos@gmail.com>, 2020, 2021, 2022, 2023.
# Serk Lintur <serk.lintur@gmail.com>, 2020.
# Lambientan <pedrogtzr@protonmail.com>, 2020.
# paco <pacosoftfree@protonmail.com>, 2020, 2021.
# No te interesa <soxahop585@inmail3.com>, 2020.
# Jonatan <arandajonatan94@tuta.io>, 2020.
# peter9811 <petercuevas.6@gmail.com>, 2020.
# Ventura Pérez García <vetu@protonmail.com>, 2020, 2022.
# Joakker <joaquinandresleon108@gmail.com>, 2020, 2021.
# ACM <albertocm@tuta.io>, 2020.
# Pierre Stempin <pierre.stempin@gmail.com>, 2020.
# José Manuel Jurado Bujalance <darkbird@vivaldi.net>, 2020.
# Osman Robles <osmanrobles10@gmail.com>, 2020.
# jonagamerpro1234 ss <js398704@gmail.com>, 2020, 2021.
# Cameron Toms <cameron.toms@gmail.com>, 2021.
# Roderick Lagunas <rdcklinux@gmail.com>, 2021.
# Erick Figueroa <querecuto@hotmail.com>, 2021.
# Anderson Guzman Abreu <chicobello1111@gmail.com>, 2021.
# Fonspem None <fonspem@gmail.com>, 2021.
# Andres David Calderón Jimenez <davidcampeon2007@gmail.com>, 2021.
# Manuel Cantón Guillén <manuelcanton8@gmail.com>, 2021.
# Rémi Verschelde <akien@godotengine.org>, 2021.
# Rémi Verschelde <remi@godotengine.org>, 2021.
# Alfonso V <alfonsov96@gmail.com>, 2022.
# Alejandro Pérez <alejandro.pr.rz@gmail.com>, 2022.
# Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
# Francesco Santoro <fgsantoror20@gmail.com>, 2022.
# Jake-insane <jake0insane@gmail.com>, 2022.
# Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
# emnrx <emanuelermancia@gmail.com>, 2022.
# BlackNoizE404 <blacknoize404@gmail.com>, 2022.
# Keyla Arroyos <keylaarroyos@protonmail.com>, 2022.
# Victor Stancioiu <victorstancioiu@gmail.com>, 2022.
# yohanger <yohangerariel@gmail.com>, 2022.
# Mateo <mfdez920@gmail.com>, 2023.
# Alan Arrecis <alan.arrecis@gmail.com>, 2023.
# Fernando Sacó <saco.fernando@gmail.com>, 2023.
# Damien Monasterios <monasterio13septiembre@gmail.com>, 2023.
# andres gallegos <andresgg.prog@gmail.com>, 2023.
# Dariem Lázaro García López <dariemgl@gmail.com>, 2023.
# Adrian Migueles <adrianmigueles14@gmail.com>, 2023.
# Joinner Medina <devjoi2018@gmail.com>, 2023.
# Denis Anfruns <daanfruns@gmail.com>, 2023.
# Luis Ortiz <luisortiz66@hotmail.com>, 2023.
# Biel Serrano Sanchez <bielsesa@gmail.com>, 2023.
# Скотт Сторм <sors.inanis.immanis@gmail.com>, 2023.
# Alvaro Tejada <santi_evil@yahoo.com>, 2023.
# Abrahams Rubí <kingsrubix2023@gmail.com>, 2023.
# Braulio León Madrid Escobar <brauliomadrid.developer@gmail.com>, 2023.
# Andres Diaz <andres.diazg@outlook.com>, 2023.
# Jose Orenday <orendaym.carlos@gmail.com>, 2023.
# ndfsa <25588077+ndfsa@users.noreply.github.com>, 2023.
# diegoaichele <diego.aichele@ing.uchile.cl>, 2023.
# Ignacio Baptista <bap.igna@gmail.com>, 2023.
# Sergio Varela <sergitroll9@gmail.com>, 2023.
# Moises Alejandro Vera Torrealba <fieratiphontornillito@gmail.com>, 2023.
# "Francisco S. F." <fsanchezflorido@gmail.com>, 2023.
# Jorge González <jlexgog@gmail.com>, 2023.
# Jorge Julio Torres <jjulio.tlg.89@gmail.com>, 2023.
# simomi 073 <arcemoyanomanuel@gmail.com>, 2023.
# Alejandro Ruiz Esclapez <ruizesa24@gmail.com>, 2023.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2023-12-06 21:45+0000\n"
"Last-Translator: Alejandro Ruiz Esclapez <ruizesa24@gmail.com>\n"
"Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/es/>\n"
"Language: es\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=n != 1;\n"
"X-Generator: Weblate 5.3-dev\n"
msgid "All classes"
msgstr "Todas las clases"
msgid "Globals"
msgstr "Globales"
msgid "Nodes"
msgstr "Nodos"
msgid "Resources"
msgstr "Recursos"
msgid "Other objects"
msgstr "Otros objetos"
msgid "Variant types"
msgstr "Tipo de variantes"
msgid "Description"
msgstr "Descripción"
msgid "Tutorials"
msgstr "Tutoriales"
msgid "Properties"
msgstr "Propiedades"
msgid "Constructors"
msgstr "Constructores"
msgid "Methods"
msgstr "Métodos"
msgid "Operators"
msgstr "Operadores"
msgid "Theme Properties"
msgstr "Propiedades del Tema"
msgid "Signals"
msgstr "Señales"
msgid "Enumerations"
msgstr "Enumeraciones"
msgid "Constants"
msgstr "Constantes"
msgid "Annotations"
msgstr "Anotaciones"
msgid "Property Descriptions"
msgstr "Descripciones de Propiedades"
msgid "Constructor Descriptions"
msgstr "Descripciones de Constructor"
msgid "Method Descriptions"
msgstr "Descripciones de Métodos"
msgid "Operator Descriptions"
msgstr "Descripciones de Operador"
msgid "Theme Property Descriptions"
msgstr "Descripciones de las propiedades del tema"
msgid "Inherits:"
msgstr "Herencia:"
msgid "Inherited By:"
msgstr "Heredado por:"
msgid "(overrides %s)"
msgstr "(sobrescribe %s)"
msgid "Default"
msgstr "Predeterminado"
msgid "value"
msgstr "valor"
msgid "Getter"
msgstr "Método de Acceso al Valor o Getter"
msgid ""
"This method should typically be overridden by the user to have any effect."
msgstr ""
"Normalmente, este método debería ser sobrescrito por el usuario para que "
"tenga algún efecto."
msgid ""
"This method has no side effects. It doesn't modify any of the instance's "
"member variables."
msgstr ""
"Este método no tiene efectos secundarios. No modifica ninguna de las "
"variables miembro de la instancia."
msgid ""
"This method accepts any number of arguments after the ones described here."
msgstr ""
"Este método permite agregar cualquier número de argumentos después de los "
"descritos aquí."
msgid "This method is used to construct a type."
msgstr "Este método se utiliza para construir un tipo."
msgid ""
"This method doesn't need an instance to be called, so it can be called "
"directly using the class name."
msgstr ""
"Este método no necesita una instancia para ser llamado, por lo que puede "
"llamarse directamente utilizando el nombre de la clase."
msgid ""
"This method describes a valid operator to use with this type as left-hand "
"operand."
msgstr ""
"Este método describe un operador válido para usar con este tipo como operando "
"izquierdo."
msgid "This value is an integer composed as a bitmask of the following flags."
msgstr ""
"Este valor es un entero compuesto como una máscara de bits de los siguientes "
"indicadores."
msgid ""
"There is currently no description for this class. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para esta clase. Por favor ayúdanos :ref:"
"`contribuyendo una <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this signal. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para esta señal. Por favor ayúdenos :ref:` "
"contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this annotation. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para esta anotación. Por favor ayúdenos :"
"ref:`contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this property. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para esta propiedad. Por favor ayúdenos :"
"ref:`contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this constructor. Please help us by :"
"ref:`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para este constructor. Por favor ayúdenos :"
"ref:` contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this method. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para este método. Por favor ayúdenos :ref:"
"`contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this operator. Please help us by :ref:"
"`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente no hay una descripción para este operador. Por favor ayúdenos :"
"ref:` contribuyendo un <doc_updating_the_class_reference>`!"
msgid ""
"There is currently no description for this theme property. Please help us by :"
"ref:`contributing one <doc_updating_the_class_reference>`!"
msgstr ""
"Actualmente, no hay una descripción para esta propiedad del tema. Por favor "
"ayudenos :ref:`contribuyendo uno <doc_updating_the_class_reference>`!"
msgid ""
"There are notable differences when using this API with C#. See :ref:"
"`doc_c_sharp_differences` for more information."
msgstr ""
"Hay diferencias notables cuando usa esta API con C#. Vea :ref:"
"`doc_c_sharp_differences` para más información."
msgid "Built-in GDScript constants, functions, and annotations."
msgstr "Constantes, funciones y anotaciones de GDScript integradas."
msgid ""
"A list of GDScript-specific utility functions and annotations accessible from "
"any script.\n"
"For the list of the global functions and constants see [@GlobalScope]."
msgstr ""
"Una lista de funciones de utilidad y anotaciones específicas de GDScript "
"accesibles desde cualquier script.\n"
"Para la lista de funciones globales y constantes ver [@GlobalScope]."
msgid "GDScript exports"
msgstr "Exportaciones de Scripts GD"
msgid ""
"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue "
"([param b8]), and optionally alpha ([param a8]) integer channels, each "
"divided by [code]255.0[/code] for their final value. Using [method Color8] "
"instead of the standard [Color] constructor is useful when you need to match "
"exact color values in an [Image].\n"
"[codeblock]\n"
"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n"
"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n"
"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n"
"[/codeblock]\n"
"[b]Note:[/b] Due to the lower precision of [method Color8] compared to the "
"standard [Color] constructor, a color created with [method Color8] will "
"generally not be equal to the same color created with the standard [Color] "
"constructor. Use [method Color.is_equal_approx] for comparisons to avoid "
"issues with floating-point precision error."
msgstr ""
"Devuelve un [Color] construido a partir de rojo ([param r8]), verde ([param "
"g8]), azul ([param b8]) y opcionalmente alfa ([param a8]), cada uno dividido "
"entre [code]255.0[/code] para obtener su valor final. Usar [method Color8] en "
"vez del constructor estándar [Color] es útil cuando necesita hacer coincidir "
"exactamente los valores de color en una [Image].\n"
"[codeblock]\n"
"var red = Color8(255, 0, 0) # Igual que Color(1, "
"0, 0)\n"
"var dark_blue = Color8(0, 0, 51) # Igual que Color(0, 0, "
"0.2).\n"
"var my_color = Color8(306, 255, 0, 102) # Igual que Color(1.2, 1, 0, 0.4).\n"
"[/codeblock]\n"
"[b]Nota:[/b] Debido a la baja precisión de [method Color8] comparado con el "
"constructor estándar [Color], un color creado con [method Color8], "
"generalmente, no será igual al mismo color creado con el constructor estándar "
"[Color]. Utilice [method Color.is_equal_approx] para hacer comparaciones y "
"evitar problemas con errores de precisión de coma flotante."
msgid ""
"Asserts that the [param condition] is [code]true[/code]. If the [param "
"condition] is [code]false[/code], an error is generated. When running from "
"the editor, the running project will also be paused until you resume it. This "
"can be used as a stronger form of [method @GlobalScope.push_error] for "
"reporting errors to project developers or add-on users.\n"
"An optional [param message] can be shown in addition to the generic "
"\"Assertion failed\" message. You can use this to provide additional details "
"about why the assertion failed.\n"
"[b]Warning:[/b] For performance reasons, the code inside [method assert] is "
"only executed in debug builds or when running the project from the editor. "
"Don't include code that has side effects in an [method assert] call. "
"Otherwise, the project will behave differently when exported in release "
"mode.\n"
"[codeblock]\n"
"# Imagine we always want speed to be between 0 and 20.\n"
"var speed = -10\n"
"assert(speed < 20) # True, the program will continue.\n"
"assert(speed >= 0) # False, the program will stop.\n"
"assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
"statements in one check.\n"
"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n"
"[/codeblock]"
msgstr ""
"Afirma que la [condición param] es [code]true[/code]. Si la [condición param] "
"es [code]false[/code], se genera un error. Cuando se ejecuta desde el editor, "
"el proyecto en ejecución también se pausará hasta que lo reanude. Esto se "
"puede utilizar como una forma más fuerte de [method @GlobalScope.push_error] "
"para informar de errores a los desarrolladores del proyecto o a los usuarios "
"del complemento.\n"
"Se puede mostrar un [param message] opcional además del mensaje genérico "
"\"Assertion failed\". Puede utilizarlo para proporcionar detalles adicionales "
"sobre por qué falló la aserción.\n"
"[b]Advertencia:[/b] Por razones de rendimiento, el código dentro de [method "
"assert] sólo se ejecuta en construcciones de depuración o cuando se ejecuta "
"el proyecto desde el editor. No incluya código que tenga efectos secundarios "
"en una llamada a [method assert]. De lo contrario, el proyecto se comportará "
"de forma diferente cuando se exporte en modo release.\n"
"[codeblock]\n"
"# Imagina que siempre queremos que la velocidad esté entre 0 y 20.\n"
"var speed = -10\n"
"assert(speed < 20) # Verdadero, el programa continuará.\n"
"assert(speed >= 0) # Falso, el programa se detendrá.\n"
"assert(speed >= 0 and speed < 20) # También puedes combinar las dos "
"sentencias condicionales en una sola comprobación.\n"
"assert(speed < 20, \"el límite de velocidad es 20\") # Muestra un mensaje.\n"
"[/codeblock]"
msgid ""
"Returns a single character (as a [String]) of the given Unicode code point "
"(which is compatible with ASCII code).\n"
"[codeblock]\n"
"a = char(65) # a is \"A\"\n"
"a = char(65 + 32) # a is \"a\"\n"
"a = char(8364) # a is \"€\"\n"
"[/codeblock]"
msgstr ""
"Devuelve un carácter como una cadena de tipo Unicode (el cual es compatible "
"con el código ASCII).\n"
"[codeblock]\n"
"a = char(65) # a es \"A\"\n"
"a = char(65 + 32) # a es \"a\"\n"
"a = char(8364) # a es \"€\"\n"
"[/codeblock]"
msgid ""
"[i]Deprecated.[/i] Use [method @GlobalScope.type_convert] instead.\n"
"Converts [param what] to [param type] in the best way possible. The [param "
"type] uses the [enum Variant.Type] values.\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # Prints true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # Prints [4, 2, 1]\n"
"print(b is Array) # Prints false\n"
"[/codeblock]"
msgstr ""
"[i]obsoleto.[/i] Usar [method @GlobalScope.type_convert] en su lugar.\n"
"Convierte [param what] a [param type] de la mejor forma posible. El [param "
"type] usa los valores de[enum Variant.Type].\n"
"[codeblock]\n"
"var a = [4, 2.5, 1.2]\n"
"print(a is Array) # Imprime true\n"
"\n"
"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
"print(b) # Prints [4, 2, 1]\n"
"print(b is Array) # Imprime false\n"
"[/codeblock]"
msgid ""
"Converts a [param dictionary] (created with [method inst_to_dict]) back to an "
"Object instance. Can be useful for deserializing."
msgstr ""
"Convierte un [param dictionary] (creado con [method inst_to_dict]) en una "
"instancia de objeto. Puede ser útil para deserializar datos."
msgid ""
"Returns an array of dictionaries representing the current call stack. See "
"also [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected to "
"a debugging server (i.e. an editor instance). [method get_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will return an empty array."
msgstr ""
"Devuelve un array de diccionarios que representan la pila de llamadas actual. "
"Véase también [method print_stack].\n"
"[codeblock]\n"
"func _ready():\n"
" foo()\n"
"\n"
"func foo():\n"
" bar()\n"
"\n"
"func bar():\n"
" print(get_stack())\n"
"[/codeblock]\n"
"Empezando desde [code]_ready()[/code],[code]bar()[/code] esto imprimirá:\n"
"[codeblock]\n"
"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
"[/codeblock]\n"
"[b]Nota:[/b] Esta función sólo funciona si la instancia en ejecución está "
"conectada a un servidor de depuración (i.e. una instancia de editor). [method "
"get_stack] no funcionará en proyectos exportados en modo release, o en "
"proyectos exportados en modo depuración si no se está conectado a un servidor "
"de depuración.\n"
"[b]Nota:[/b] La llamada a esta función desde un [Thread] no está soportada. "
"Si lo hace, devolverá un array vacío."
msgid ""
"Returns the passed [param instance] converted to a Dictionary. Can be useful "
"for serializing.\n"
"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts "
"attached or objects allocated within built-in scripts.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst_to_dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Prints out:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgstr ""
"Devuelve la [instancia param] pasada, convertida en un Diccionario. Puede ser "
"útil para serializar.\n"
"[b]Nota:[/b] No se puede utilizar para serializar objetos con scripts "
"integrados adjuntos o objetos asignados dentro de scripts integrados.\n"
"[codeblock]\n"
"var foo = \"bar\"\n"
"func _ready():\n"
" var d = inst2dict(self)\n"
" print(d.keys())\n"
" print(d.values())\n"
"[/codeblock]\n"
"Imprime:\n"
"[codeblock]\n"
"[@subpath, @path, foo]\n"
"[, res://test.gd, bar]\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if [param value] is an instance of [param type]. "
"The [param type] value must be one of the following:\n"
"- A constant from the [enum Variant.Type] enumeration, for example [constant "
"TYPE_INT].\n"
"- An [Object]-derived class which exists in [ClassDB], for example [Node].\n"
"- A [Script] (you can use any class, including inner one).\n"
"Unlike the right operand of the [code]is[/code] operator, [param type] can be "
"a non-constant value. The [code]is[/code] operator supports more features "
"(such as typed arrays) and is more performant. Use the operator instead of "
"this method if you do not need dynamic type checking.\n"
"Examples:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]Note:[/b] If [param value] and/or [param type] are freed objects (see "
"[method @GlobalScope.is_instance_valid]), or [param type] is not one of the "
"above options, this method will raise a runtime error.\n"
"See also [method @GlobalScope.typeof], [method type_exists], [method Array."
"is_same_typed] (and other [Array] methods)."
msgstr ""
"Devuelve [code]true[/code] si [el valor del parámetro] es una instancia del "
"[tipo de parámetro]. El valor del [tipo de parámetro] debe de ser uno de los "
"siguientes:\n"
"- Una constante de la enumeración [enum Variant.Type], por ejemplo [constant "
"TYPE_INT].\n"
"- Una clase derivada de [Object] la cual existe en [ClassDB], por ejemplo "
"[Node].\n"
"- Un [Script] (puedes utilizar cualquier clase, incluyendo una interna).\n"
"A diferencia del operando derecho del operador [code]is[/code], [param type] "
"puede ser un valor no constante. El operador [code]is[/code] soporta más "
"características (como los arrays tipados) y es más eficaz. Utiliza el "
"operador en vez de este método si no necesitas chequeo de tipificación "
"dinámico (dynamic type checking).\n"
"Ejemplos:\n"
"[codeblock]\n"
"print(is_instance_of(a, TYPE_INT))\n"
"print(is_instance_of(a, Node))\n"
"print(is_instance_of(a, MyClass))\n"
"print(is_instance_of(a, MyClass.InnerClass))\n"
"[/codeblock]\n"
"[b]Nota:[/b] Si [param value] y/o [param type] son objetos liberados (ver "
"[method @GlobalScope.is_instance_valid]), o [param type] no es una de las "
"opciones de arriba, este método lanzará un error de ejecución (runtime "
"error).\n"
"Ver también [method @GlobalScope.typeof], [method type_exists], [method Array."
"is_same_typed] (y otros métodos [Array])."
msgid ""
"Returns the length of the given Variant [param var]. The length can be the "
"character count of a [String], the element count of any array type or the "
"size of a [Dictionary]. For every other Variant type, a run-time error is "
"generated and execution is stopped.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Returns 4\n"
"\n"
"b = \"Hello!\"\n"
"len(b) # Returns 6\n"
"[/codeblock]"
msgstr ""
"Devuelve la longitud de la variable [code]var[/code]. La longitud es el "
"número de caracteres de la cadena, el número de elementos de la matriz, el "
"tamaño del diccionario, etc.\n"
"[b]Nota:[/b] Genera un error fatal si la variable no puede proporcionar una "
"longitud.\n"
"[codeblock]\n"
"a = [1, 2, 3, 4]\n"
"len(a) # Devuelve 4\n"
"\n"
"b = \"Hola!\"\n"
"len(b) # Devuelve 6\n"
"[/codeblock]"
msgid ""
"Returns a [Resource] from the filesystem located at the absolute [param "
"path]. Unless it's already referenced elsewhere (such as in another script or "
"in the scene), the resource is loaded from disk on function call, which might "
"cause a slight delay, especially when loading large scenes. To avoid "
"unnecessary delays when loading something multiple times, either store the "
"resource in a variable or use [method preload].\n"
"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
"from the FileSystem dock into the current script.\n"
"[codeblock]\n"
"# Load a scene called \"main\" located in the root of the project directory "
"and cache it in a variable.\n"
"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
"resource.\n"
"[/codeblock]\n"
"[b]Important:[/b] The path must be absolute. A relative path will always "
"return [code]null[/code].\n"
"This function is a simplified version of [method ResourceLoader.load], which "
"can be used for more advanced scenarios.\n"
"[b]Note:[/b] Files have to be imported into the engine first to load them "
"using this function. If you want to load [Image]s at run-time, you may use "
"[method Image.load]. If you want to import audio files, you can use the "
"snippet described in [member AudioStreamMP3.data].\n"
"[b]Note:[/b] If [member ProjectSettings.editor/export/"
"convert_text_resources_to_binary] is [code]true[/code], [method @GDScript."
"load] will not be able to read converted files in an exported project. If you "
"rely on run-time loading of files present within the PCK, set [member "
"ProjectSettings.editor/export/convert_text_resources_to_binary] to "
"[code]false[/code]."
msgstr ""
"Carga un [Resource] del sistema de archivos ubicado en la absoluta [param "
"path]. El recurso es cargado en la llamada al método (a menos que ya esté "
"referenciado en otro lugar, por ejemplo, en otro script o en la escena), lo "
"que puede causar un ligero retraso, especialmente al cargar escenas. Para "
"evitar retrasos innecesarios al cargar algo varias veces, almacena el recurso "
"en una variable o utiliza [Método pre-cargado].\n"
"[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic derecho "
"sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" o "
"arrastrando el archivo de la pestaña FileSystem al script.\n"
"[bloque de código]\n"
"# Carga una escena llamada main localizada en la raíz del directorio del "
"proyecto y la almacena en caché en una variable.\n"
"var main = load(\"res://main.tscn\") # main contendrá un recurso "
"PackedScene.\n"
"[/codeblock]\n"
"[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá "
"[code]null[/code].\n"
"Este método es una versión simplificada de [method ResourceLoader.load], el "
"cual puede ser usado en escenarios más avanzados"
msgid ""
"Like [method @GlobalScope.print], but includes the current stack frame when "
"running with the debugger turned on.\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Test print\n"
"At: res://test.gd:15:_process()\n"
"[/codeblock]\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will instead print the thread ID."
msgstr ""
"Imprime una registro de la pila en la ubicación del código, solo funciona "
"cuando se ejecuta con el depurador activado.\n"
"La salida en la consola se vería algo así:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]"
msgid ""
"Prints a stack trace at the current code location. See also [method "
"get_stack].\n"
"The output in the console may look like the following:\n"
"[codeblock]\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]Note:[/b] This function only works if the running instance is connected to "
"a debugging server (i.e. an editor instance). [method print_stack] will not "
"work in projects exported in release mode, or in projects exported in debug "
"mode if not connected to a debugging server.\n"
"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing so "
"will instead print the thread ID."
msgstr ""
"Imprime un seguimiento de la pila en la ubicación de código actual. Véase "
"también [method get_stack].\n"
"La salida en la consola puede verse similar a la siguiente:\n"
"[codeblock[\n"
"Frame 0 - res://test.gd:16 in function '_process'\n"
"[/codeblock]\n"
"[b]Nota:[/b] Esta función solo actua correctamente si la instancia ejecutada "
"está conectada a un servidor de depuración (p.e. una instancia de editor). "
"[method print_stack] no funcionará en proyectos exportados en modo release, o "
"en proyectos exportados en modo depurar si no está conectado a un server de "
"depuración.\n"
"[b]Nota:[/b] Llamar a esta función desde un hilo no está soportado. Hacerlo "
"en este caso imprimirá el ID del hilo."
msgid ""
"Returns an array with the given range. [method range] can be called in three "
"ways:\n"
"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and stops "
"[i]before[/i] [code]n[/code]. The argument [code]n[/code] is [b]exclusive[/"
"b].\n"
"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
"respectively.\n"
"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
"[code]0[/code], an error message is printed.\n"
"[method range] converts all arguments to [int] before processing.\n"
"[b]Note:[/b] Returns an empty array if no value meets the value constraint (e."
"g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
"Examples:\n"
"[codeblock]\n"
"print(range(4)) # Prints [0, 1, 2, 3]\n"
"print(range(2, 5)) # Prints [2, 3, 4]\n"
"print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
"print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
"[/codeblock]\n"
"To iterate over an [Array] backwards, use:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size() - 1, -1, -1):\n"
" print(array[i])\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"To iterate over [float], convert them in the loop.\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"Output:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgstr ""
"Devuelve un array con el rango dado. [method range] puede ser invocado de "
"tres maneras:\n"
"[code]range(n: int)[/code]: Comienza desde 0, incrementa en intervalos de 1, "
"y para [i]antes de[/i] [code]n[/code]. El argumento [code]n[/code] es "
"[b]exclusivo[/b].\n"
"[code]range(b: int, n: int)[/code]: Comienza desde [code]b[/code], incrementa "
"en intervalos de 1, y para [i]antes de[/i] [code]n[/code]. Los argumentos "
"[code]b[/code] y [code]n[/code] son [b]inclusivo[/b] y [b]exclusivo[/b], "
"respectivamente.\n"
"[code]range(b: int, n: int, s: int)[/code]: Comiensa desde [code]b[/code], "
"incrementa o decrementa en pasos de [code]s[/code], y para [i]antes de[/i] "
"[code]n[/code]. Los argumentos [code]b[/code] y [code]n[/code] son "
"[b]inclusivo[/b] y [b]exclusivo[/b], respectivamente. El argumento [code]s[/"
"code] [b]puede[/b] ser negativo, pero no [code]0[/code]. Si [code]s[/code] es "
"[code]0[/code], se mostrará un mensaje de error.\n"
"[method range] convierte todos los argumentos a [int] antes de procesarse.\n"
"[b]Note:[/b] Devuelve un array vacío si ningún valor cumple la restricción de "
"valor (v.g. [code]range(2, 5, -1)[/code] o [code]range(5, 5, 1)[/code]).\n"
"Ejemplos:\n"
"[codeblock]\n"
"print(range(4)) # Imprime [0, 1, 2, 3]\n"
"print(range(2, 5)) # Imprime [2, 3, 4]\n"
"print(range(0, 6, 2)) # Imprime [0, 2, 4]\n"
"print(range(4, 1, -1)) # Imprime [4, 3, 2]\n"
"[/codeblock]\n"
"Para iterar un [Array] hacia atrás, utilice:\n"
"[codeblock]\n"
"var array = [3, 6, 9]\n"
"for i in range(array.size(), 0, -1):\n"
" print(array[i - 1])\n"
"[/codeblock]\n"
"Salida:\n"
"[codeblock]\n"
"9\n"
"6\n"
"3\n"
"[/codeblock]\n"
"Para iterar sobre [float], conviertelos en el bucle.\n"
"[codeblock]\n"
"for i in range (3, 0, -1):\n"
" print(i / 10.0)\n"
"[/codeblock]\n"
"Salida:\n"
"[codeblock]\n"
"0.3\n"
"0.2\n"
"0.1\n"
"[/codeblock]"
msgid ""
"Returns [code]true[/code] if the given [Object]-derived class exists in "
"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # Returns true\n"
"type_exists(\"NonExistentClass\") # Returns false\n"
"[/codeblock]"
msgstr ""
"Devuelve [code] true [/code] si la clase dada existe en [ClassDB].\n"
"[codeblock]\n"
"type_exists(\"Sprite2D\") # Devuelve true\n"
"type_exists(\"Variant\") # Devuelve false\n"
"[/codeblock]"
msgid ""
"Constant that represents how many times the diameter of a circle fits around "
"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in "
"rotations."
msgstr ""
"Constante que representa cuántas veces el diámetro de un círculo se encuentra "
"contenido en su perímetro.Esto equivale a [code]TAU / 2[/code], o 180 grados "
"en rotación."
msgid ""
"The circle constant, the circumference of the unit circle in radians. This is "
"equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
msgstr ""
"La constante del círculo, la circunferencia de la unidad círculo en radianes. "
"Esto equivale a [code]PI * 2[/code] o 360 grados en rotación."
msgid ""
"Positive floating-point infinity. This is the result of floating-point "
"division when the divisor is [code]0.0[/code]. For negative infinity, use "
"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
"infinity if the numerator is positive, so dividing by [code]0.0[/code] is not "
"the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] "
"returning [code]true[/code]).\n"
"[b]Warning:[/b] Numeric infinity is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer number by "
"[code]0[/code] will not result in [constant INF] and will result in a run-"
"time error instead."
msgstr ""
"Infinito como número de punto flotante. Este es el resultado de una división "
"de punto flotante cuando el divisor es [code]0.0[/code]. Para el infinito "
"negativo, utilizar [code]-INF[/code]. Dividir por [code]-0.0[/code] otorgará "
"como resultado el infinito negativo si el numerador es positivo, de manera "
"que no es lo mismo que dividir por [code]0.0[/code] (a pesar de que [code]0.0 "
"== -0.0[/code] devuelve [code]true[/code]). [b]Nota:[/b] El infinito numérico "
"solo es un concepto para números de punto flotante y no tiene un equivalente "
"para enteros. La división de un entero por [code]0[/code] no resultará en "
"[constant INF] y en su lugar arrojará un error en tiempo de ejecución."
msgid ""
"\"Not a Number\", an invalid floating-point value. [constant NAN] has special "
"properties, including that [code]!=[/code] always returns [code]true[/code], "
"while other comparison operators always return [code]false[/code]. This is "
"true even when comparing with itself ([code]NAN == NAN[/code] returns "
"[code]false[/code] and [code]NAN != NAN[/code] returns [code]true[/code]). It "
"is returned by some invalid operations, such as dividing floating-point "
"[code]0.0[/code] by [code]0.0[/code].\n"
"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point "
"numbers, and has no equivalent for integers. Dividing an integer [code]0[/"
"code] by [code]0[/code] will not result in [constant NAN] and will result in "
"a run-time error instead."
msgstr ""
"\"Not a Number\" (\"No es un Número/NaN\"), un decimal de valor inválido. "
"[constant NAN] tiene propiedades especiales, incluyendo que no es igual a si "
"mismo([code]NAN==NAN[/code] devuelve [code]false[/code]). Es una salida dada "
"por algunas operaciones inválidas, como dividir un decimal [code]0.0[/code] "
"por [code]0.0[/code].\n"
"[b]Nota:[/b] \"Not a Number\" es solo un concepto con números decimales, y no "
"tiene un equivalente para enteros. Dividiendo un entero por [code]0[/code] no "
"resultará en [constante NAN] y en su lugar arrojará un error en tiempo de "
"ejecución."
msgid ""
"Define a new category for the following exported properties. This helps to "
"organize properties in the Inspector dock.\n"
"See also [constant PROPERTY_USAGE_CATEGORY].\n"
"[codeblock]\n"
"@export_category(\"Statistics\")\n"
"@export var hp = 30\n"
"@export var speed = 1.25\n"
"[/codeblock]\n"
"[b]Note:[/b] Categories in the Inspector dock's list usually divide "
"properties coming from different classes (Node, Node2D, Sprite, etc.). For "
"better clarity, it's recommended to use [annotation @export_group] and "
"[annotation @export_subgroup], instead."
msgstr ""
"Define una nueva categoría para las siguientes propiedades exportadas. Esto "
"ayuda a organizar propiedades en el panel de inspección.\n"
"Ver también [constant PROPERTY_USAGE_CATEGORY].\n"
"[codeblock]\n"
"@export_category(\"Statistics\")\n"
"@export var hp = 30\n"
"@export var speed = 1.25\n"
"[/codeblock]\n"
"[b]Nota:[/b] Las categorías en la lista del panel de inspección usualmente "
"dividen las propiedades provenientes de diferentes clases (Node, Node2D, "
"Sprite, etc) . Para una mejor claridad, se recomienda usar en su lugar "
"[annotation @export_group] y [annotation @export_subgroup]."
msgid ""
"Export a [Color] property without allowing its transparency ([member Color."
"a]) to be edited.\n"
"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n"
"[codeblock]\n"
"@export_color_no_alpha var dye_color: Color\n"
"[/codeblock]"
msgstr ""
"Exportar una propiedad [Color] sin permitir que su transparencia ([member "
"Color.a]) sea editada.\n"
"Ver también [constante PROPERTY_HINT_COLOR_NO_ALPHA].\n"
"[codeblock]\n"
"@export_color_no_alpha var dye_color: Color\n"
"[/codeblock]"
msgid ""
"Export a [String] property as a path to a directory. The path will be limited "
"to the project folder and its subfolders. See [annotation @export_global_dir] "
"to allow picking from the entire filesystem.\n"
"See also [constant PROPERTY_HINT_DIR].\n"
"[codeblock]\n"
"@export_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgstr ""
"Exportar una propiedad [String] como ruta a un directorio. La ruta estará "
"limitada a la carpeta del proyecto y sus subcarpetas. Vease [annotation "
"@export_global_dir] para\n"
"permitir seleccionar un directorio del sistema de archivos completo.\n"
"Ver también [constant PROPERTY_HINT_DIR].\n"
"[codeblock]\n"
"@export_dir var sprite_folder_path: String\n"
"[/codeblock]"
msgid ""
"Export an [int] or [String] property as an enumerated list of options. If the "
"property is an [int], then the index of the value is stored, in the same "
"order the values are provided. You can add explicit values using a colon. If "
"the property is a [String], then the value is stored.\n"
"See also [constant PROPERTY_HINT_ENUM].\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"If you want to set an initial value, you must specify it explicitly:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"If you want to use named GDScript enums, then use [annotation @export] "
"instead:\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgstr ""
"Exporta una propiedad [int] o [String] como una lista enumerada de opciones. "
"Si la propiedad es un [int], entonces el indice del valor es guardado, en el "
"mismo orden de los valores propocionados. Se pueden agregar valores "
"explicitos con un dos puntos (:). Si la propiedad es un [String], entonces el "
"valor es guardado.\n"
"Mirar tambien [constant PROPERTY_HINT_ENUM].\n"
"[codeblock]\n"
"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
"character_speed: int\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
"[/codeblock]\n"
"Si queres asignar un valor inicial, lo debes especificar de forma explicita:\n"
"[codeblock]\n"
"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
"\"Rebecca\"\n"
"[/codeblock]\n"
"Si queres usar los enums de GDSCript con nombre, entonces en cambio usa "
"[annotation @export]:\n"
"[codeblock]\n"
"enum CharacterName {REBECCA, MARY, LEAH}\n"
"@export var character_name: CharacterName\n"
"[/codeblock]"
msgid ""
"Export a floating-point property with an easing editor widget. Additional "
"hints can be provided to adjust the behavior of the widget. "
"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive "
"for editing attenuation properties. [code]\"positive_only\"[/code] limits "
"values to only be greater than or equal to zero.\n"
"See also [constant PROPERTY_HINT_EXP_EASING].\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgstr ""
"Exporta una propiedad de punto flotante con un widget de editor suavizado. "
"Pistas adicionales pueden ser dadas para ajustar el comportamiento del "
"widget. [code]\"attenuation\"[/code] invierte la curva, lo cual lo hace mas "
"intuitivo para editar las propiedades de atenuacion. [code]\"positive_only\"[/"
"code] limita los valores para ser iguales o mayores a cero.\n"
"Mirar ademas [constant PROPERTY_HINT_EXP_EASING].\n"
"[codeblock]\n"
"@export_exp_easing var transition_speed\n"
"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
"@export_exp_easing(\"positive_only\") var effect_power\n"
"[/codeblock]"
msgid ""
"Export a [String] property as a path to a file. The path will be limited to "
"the project folder and its subfolders. See [annotation @export_global_file] "
"to allow picking from the entire filesystem.\n"
"If [param filter] is provided, only matching files will be available for "
"picking.\n"
"See also [constant PROPERTY_HINT_FILE].\n"
"[codeblock]\n"
"@export_file var sound_effect_path: String\n"
"@export_file(\"*.txt\") var notes_path: String\n"
"[/codeblock]"
msgstr ""
"Exporta una propiedad [String] como una ruta hacia un archivo. La ruta va a "
"ser limitada a la carpeta del proyecto y sus subcarpetas. Ver [annotation "
"@export_global_file] para permitir elegir del sistema de archivos entero.\n"
"Si [param filter] es dado, solo archivos que coincidan estarán disponibles "