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AUTHORS.md
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AUTHORS.md
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Authors
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=======
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Original book: Iam Millington <idmillington@googlemail.com>
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Russian translation and DocBook conversion: Alexander Yakovlev <keloero@oreolek.ru>
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# Документация Undum 2
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# High Level Overview
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Undum games are based around three concepts: Situations, Actions and
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Qualities.
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## Situations
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A situation is a chunk of code that is responsible for adding content
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to the screen and responding to user interaction. All user interaction
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is performed by clicking links in the content.
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Often a link will change the current situation, in which case another
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situation is loaded, can write to the screen, and can begin responding
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to user interaction. When a situation changes, all links that were
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previously available are removed, so that the player can't unfairly go
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back and try alternative options after committing to one. It is
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possible to override this behavior, see the section on 'Sticky',
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below.
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There is always exactly one active situation. These situations, and
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the links between them, form the structure of the game.
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## Actions
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A situation may offer the player a series of actions to perform. These
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actions are internal to that situation and normally do not cause the
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situation to change. Actions may output more content, including new
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links for the user to select.
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## Qualities
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Qualities represent the current state of the character. Internally
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they are all numeric values, able to take on any decimal value,
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positive or negative. They have no meaning to Undum - they are given
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meaning by your code as you perform calculations or make decisions
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based on their value.
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Qualities display themselves to the user through a formatting
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function, which can turn the number into any kind of indicator: a
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progress bar, a symbol, a word, an integer, and so on. So as far as
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the user is concerned, qualities can represent any kind of value.
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## Other Concepts
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There are a handful of other elements to an Undum game, but they are
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very much in a supporting role. Quality groups allow you to display a
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set of qualities under a common heading; and character text is a short
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chunk of HTML that you can use to summarize a character's qualities,
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or to give hints.
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# Summary
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* [Javascript API](api.md)
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* [Создавая игру на Undum](creating.md)
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* [Неявный выбор](implicit.md)
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* [HTML API](HTML.md)
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* [Javascript API](API.md)
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* [Перевод и интернационализация](i18n.md)
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* [Загрузка и сохранение](files.md)
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ru/index.md
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#Содержание
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## [Общий обзор](introduction)
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Описывает концепции игры Undum и их взаимодействие.
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## [Создавая игру на Undum](creating)
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Описывает файлы, которые вам надо создать, чтобы сделать игру на Undum, и что будет написано в них.
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## [Неявный выбор](implicit)
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Вторая версия Undum включает новый фреймворк для автоматической генерации вариантов выбора для игрока. Глава посвящена разметке ситуаций игры и условий для выбора.
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## [HTML API](HTML)
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Игры Undum используют HTML для вывода текста и медиа, но в рамках некоторых ограничений.
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Undum также предоставляет стандартное поведение, привязанное к определённым HTML классам. Версия Undum 2 позволяет задавать многие ситуации в HTML, без помощи Javascript.
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## [Javascript API](API)
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Полный разбор API, доступного через Javascript. Детали по каждому методу, который вы можете вызвать для вывода содержимого, генерации случайных чисел и перевода игры на другие языки.
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## [Перевод и интернационализация](i18n)
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Этот раздел описывает ядро системы перевода Undum, и как вы можете писать игры с поддержкой нескольких языков.
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## [Загрузка и сохранение](files)
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Undum использует необычный способ загрузки и сохранения игр, чтобы поддерживать как можно больше браузеров, сайтов и стилей игры. В этой главе описываются технические детали, и как они влияют на вас как автора игры.
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# High Level Overview
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Undum games are based around three concepts: Situations, Actions and
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Qualities.
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## Situations
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A situation is a chunk of code that is responsible for adding content
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to the screen and responding to user interaction. All user interaction
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is performed by clicking links in the content.
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Often a link will change the current situation, in which case another
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situation is loaded, can write to the screen, and can begin responding
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to user interaction. When a situation changes, all links that were
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previously available are removed, so that the player can't unfairly go
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back and try alternative options after committing to one. It is
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possible to override this behavior, see the section on 'Sticky',
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below.
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There is always exactly one active situation. These situations, and
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the links between them, form the structure of the game.
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## Actions
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A situation may offer the player a series of actions to perform. These
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actions are internal to that situation and normally do not cause the
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situation to change. Actions may output more content, including new
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links for the user to select.
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## Qualities
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Qualities represent the current state of the character. Internally
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they are all numeric values, able to take on any decimal value,
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positive or negative. They have no meaning to Undum - they are given
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meaning by your code as you perform calculations or make decisions
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based on their value.
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Qualities display themselves to the user through a formatting
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function, which can turn the number into any kind of indicator: a
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progress bar, a symbol, a word, an integer, and so on. So as far as
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the user is concerned, qualities can represent any kind of value.
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## Other Concepts
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There are a handful of other elements to an Undum game, but they are
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very much in a supporting role. Quality groups allow you to display a
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set of qualities under a common heading; and character text is a short
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chunk of HTML that you can use to summarize a character's qualities,
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or to give hints.
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