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这段E文到底在说些什么?

draw_surface_stretched_ext(id,x,y,w,h,color,alpha) Draws the surface stretched to the indicated region. color is the blending color and alpha indicates the transparency setting.
draw_surface_tiled_ext(id,x,y,xscale,yscale,color,alpha) Draws the surface tiled so that it fills the entire room but now with scale factors and a color and transparency setting.
draw_surface_part_ext(id,left,top,width,height,x,y,xscale,yscale,color,alpha) Draws the indicated part of the surface with its origin at position (x,y) but now with scale factors and a color and transparency setting.
draw_surface_general(id,left,top,width,height,x,y,xscale,yscale,rot,c1,c2,c3,c4,alpha) The most general drawing function. It draws the indicated part of the surface with its origin at position (x,y) but now with scale factors, a rotation angle, a color for each of the four vertices (top-left, top-right, bottom-right, and bottom-left), and an alpha transparency value.

surface_copy(destination,x,y,source) Copies the source surface at position (x,y) in the destination surface. (Without any form of blending.)
surface_copy_part(destination,x,y,source,xs,ys,ws,hs) Copies the indicated part of the source surface at position (x,y) in the destination surface. (Without any form of blending.)

Note that there are no functions to copy part of the screen to a surface. (This is impossible due to possible format differences between the screen and the surfaces.) If this is required you must set a surface as render target and next draw the room. You can then use the surface copying routines to get parts of it.

Note that you can also create sprites and backgrounds from surfaces. See the section on changing resources for more information.

Some care must be taken when using these functions. In particular please notice the following:

You should never change the drawing target while you are actually drawing on the screen, that is, never use it in drawing events. This will cause serious problems with the projection and viewport.
Surfaces do not work correctly with 3D mode. You can use them while not in 3DD mode (by calling d3d_end() before using them, but once you start 3D mode again the surfaces will be destroyed.
For reasons of speed, the surface is maintained in videomemory only. As a result, you might loose the surface when e.g. the screen resolution changes or the screensaver pops up.
Surfaces will not be saved when saving a game.
貌似是关于一个系统或是软件的介绍,里面涉及到一些参数的解释
具体是什么看不出来
Enjoy life
似乎是游戏编程的某种方法的介绍
那些看起来像属性名
并且提及到D3D...
引用:
原帖由 LuoboTixS 于 2007-7-9 10:09 发表
似乎是游戏编程的某种方法的介绍
那些看起来像属性名
并且提及到D3D...
厉害的分析能力,这些是表面绘制,我需要这些翻译。。。我顶~

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还在为头像烦恼?还在为不能关注好友动态烦忧?快来蓝色理想家园吧!
难得,见到传说中的研究Game Maker的人了- -
我试着翻译一下好了

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Draws the surface stretched to the indicated region. color is the blending color and alpha indicates the transparency setting.
在指定的区域内延伸绘制表面,颜色是混合色和指定透明度设置的透明(度) .
Draws the surface tiled so that it fills the entire room but now with scale factors and a color and transparency setting.
平铺绘制表面使其填充整个空间,然而现在有了比例因素和颜色、透明度设定.
Draws the indicated part of the surface with its origin at position (x,y) but now with scale factors and a color and transparency setting.
使用原始的x.y坐标定位在指定区域绘制表面,然而现在有了比例因素和颜色、透明度设定.
The most general drawing function. It draws the indicated part of the surface with its origin at position (x,y) but now with scale factors, a rotation angle, a color for each of the four vertices (top-left, top-right, bottom-right, and bottom-left), and an alpha transparency value.
最通用的绘图功能. 它勾画了指定部分的表面与它的起始位置( x , y )的,但现在与比例因素, 一个旋转角度,四个顶点的颜色(顶左顶右,底部偏右,而左下方) 和阿尔法透明度值.
====我头晕了,这部分是更新文档吗?===

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Copies the source surface at position (x,y) in the destination surface. (Without any form of blending.)
复制源位置表面于目标位置(x,y)的表面. (无任何形式的混合) .
Copies the indicated part of the source surface at position (x,y) in the destination surface. (Without any form of blending.)
复制指定部分表面于目标位置( x , y )的表面. (无任何形式的混合) .
Note that there are no functions to copy part of the screen to a surface. (This is impossible due to possible format differences between the screen and the surfaces.) If this is required you must set a surface as render target and next draw the room. You can then use the surface copying routines to get parts of it.
注意,没有任何方法可以复制屏幕的一部分至一个表面(这是不可能的,因为屏幕和表面可能存在一些差异)如果需要这样做,你必须设置一个表面作为着色目标再绘制空间.这之后你可以使用表面复制程序去获得屏幕的一部分.

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将就着看吧,应该比Google Translator好一点
Note that you can also create sprites and backgrounds from surfaces. See the section on changing resources for more information.
请注意你也可以从表面创建鬼怪(?????)背景和. 更多信息可以参阅资源转换部分
Some care must be taken when using these functions. In particular please notice the following:
使用这些方法时候请注意。请注意以下细节:

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You should never change the drawing target while you are actually drawing on the screen, that is, never use it in drawing events. This will cause serious problems with the projection and viewport.
你决不能在当你事实上正在屏幕上绘制的时候改变绘制目标,这也就是说,在绘制事件中永远不要这样搞。这会引发xxxx的严重的问题
Surfaces do not work correctly with 3D mode. You can use them while not in 3DD mode (by calling d3d_end() before using them, but once you start 3D mode again the surfaces will be destroyed.
表面并不能在3D模式下正常工作,你可以在不进入D3D模式的情况下使用它们(通过在使用它们之前回调d3d_end()函数,然而你一旦再次启用了3D模式,那些表面都会被干掉)
For reasons of speed, the surface is maintained in videomemory only. As a result, you might loose the surface when e.g. the screen resolution changes or the screensaver pops up.
Surfaces will not be saved when saving a game.
出于运行速度的考虑,表面都是仅维持在显存中。因此,你也许会在屏幕分辨率发生变化或者屏保弹出时释放一些表面.表面不会在保存游戏时保存.

[ 本帖最后由 LuoboTixS 于 2007-7-9 17:11 编辑 ]

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- -我们GameMaker的人都集中到几个群里面去了
谢谢你,真令人惊讶

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should never:绝不能
videomemory:显存
screen resolution:屏幕分辨率
另:这里的surface,是不是用“平面”比较好点
Enjoy life

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谢#11的,已修正......主要是文本没有格式,看的晕晕乎乎......
不知道screen怎么翻比较好.....翻成屏幕很诡异......surface也是
还有很多语病.....不计其数....
楼主,Game Maker现在有中文化工作吗?

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那个可没有,都是我们自愿为了GM的发展翻译E文和写教程的,就像是为了将GameMaker翻译成中文界面,许许多多的人都尽了力气,<GameMaker中国>太穷了,服务器都。。。咔咔,同人游戏制作就是这个样子

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