chore(i18n,docs): processed translations (#52590)

This commit is contained in:
camperbot
2023-12-19 03:19:15 +05:30
committed by GitHub
parent 583745e6ca
commit 0673847088
24 changed files with 832 additions and 24 deletions
@@ -27,7 +27,6 @@ Before you work on the curriculum, you would need to set up some tooling to help
[![Open in Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### How to work on practice projects
The practice projects have some additional tooling to help create new projects and steps. To read more, see [these docs](how-to-work-on-practice-projects.md)
@@ -200,6 +199,104 @@ Solution for the second blank. Example:
`right`
If no feedback is here, a generic "wrong answer" message will be shown.
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ In the above example, the key and a variable are set in the attributes of the `T
To change text on the client side of things, go to the relevant `.json` file, find the key that is being used in the React component, and change the value to the new text you want. You should search the codebase for that key to make sure it isn't being used elsewhere. Or, if it is, that the changes make sense in all places.
Run `pnpm run clean-and-develop` to apply the change.
## Adding Text
If the text you want to add to the client exists in the relevant `.json` file, use the existing key. Otherwise, create a new key.
@@ -262,10 +264,12 @@ The English file is the "source of truth" for all of the `.json` files sharing t
> [!NOTE] Use English text for all languages if the file is translated through Crowdin. The tests will fail if you don't.
It would be nice to keep the keys in the same order across all the files as well. Also, try to put all punctuation, spacing, quotes, etc in the JSON files and not in the components or server files.
It would be nice to keep the keys in the same order across all the files as well. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] The underscore (`_`) is a reserved character for keys in the client-side files. See [the documentation](https://www.i18next.com/translation-function/plurals) for how they are used.
Run `pnpm run clean-and-develop` to apply the change.
## Proposing a Pull Request (PR)
After you've committed your changes, check here for [how to open a Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ If you are on a different OS or are still facing issues, see [getting help](#get
## Issues with Missing UI, Fonts, Language Strings, or Build Errors
When you build the client, Gatsby will cache the Fonts, language strings, and UI. If one of them isn't cached, run the following:
When you build the client, Gatsby will cache the fonts, language strings, and UI. If one of them isn't cached, run the following:
```bash
pnpm run clean
@@ -27,7 +27,6 @@ Before you work on the curriculum, you would need to set up some tooling to help
[![Open in Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### How to work on practice projects
The practice projects have some additional tooling to help create new projects and steps. To read more, see [these docs](how-to-work-on-practice-projects.md)
@@ -200,6 +199,104 @@ Solution for the second blank. Example:
`right`
If no feedback is here, a generic "wrong answer" message will be shown.
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ In the above example, the key and a variable are set in the attributes of the `T
To change text on the client side of things, go to the relevant `.json` file, find the key that is being used in the React component, and change the value to the new text you want. You should search the codebase for that key to make sure it isn't being used elsewhere. Or, if it is, that the changes make sense in all places.
Run `pnpm run clean-and-develop` to apply the change.
## Adding Text
If the text you want to add to the client exists in the relevant `.json` file, use the existing key. Otherwise, create a new key.
@@ -262,10 +264,12 @@ The English file is the "source of truth" for all of the `.json` files sharing t
> [!NOTE] Use English text for all languages if the file is translated through Crowdin. The tests will fail if you don't.
It would be nice to keep the keys in the same order across all the files as well. Also, try to put all punctuation, spacing, quotes, etc in the JSON files and not in the components or server files.
It would be nice to keep the keys in the same order across all the files as well. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] The underscore (`_`) is a reserved character for keys in the client-side files. See [the documentation](https://www.i18next.com/translation-function/plurals) for how they are used.
Run `pnpm run clean-and-develop` to apply the change.
## Proposing a Pull Request (PR)
After you've committed your changes, check here for [how to open a Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ If you are on a different OS or are still facing issues, see [getting help](#get
## Issues with Missing UI, Fonts, Language Strings, or Build Errors
When you build the client, Gatsby will cache the Fonts, language strings, and UI. If one of them isn't cached, run the following:
When you build the client, Gatsby will cache the fonts, language strings, and UI. If one of them isn't cached, run the following:
```bash
pnpm run clean
@@ -27,7 +27,6 @@ Antes de trabajar en el plan de estudios, necesitarás configurar algunas herram
[![Abrir en Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### Cómo trabajar en proyectos de práctica
Los proyectos de práctica tienen algunas herramientas adicionales para ayudar a crear nuevos proyectos y pasos. Para leer más, consulta [ estos documentos ](how-to-work-on-practice-projects.md)
@@ -206,6 +205,104 @@ Solution for the second blank. Example:
`right`
If no feedback is here, a generic "wrong answer" message will be shown.
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ En el ejemplo de arriba, la clave y la variable son establecidas en el atributo
Para cambiar el texto de las cosas del lado del cliente, ve al archivo relevante `.json`, encuentra la clave que es usada en el componente React, y cambia el valor al nuevo texto que quieras. Deberías de buscar en la base del código para que esa clave para asegurarte de que no está siendo usada en ningún otro sitio. O, si es así, que el cambio tenga sentido en todos los sitios.
Run `pnpm run clean-and-develop` to apply the change.
## Agregar texto
Si el texto que quieres añadir al cliente existe en el archivo pertinente, `.json`, usa la clave existente. En el caso contrario, crea una clave nueva.
@@ -262,10 +264,12 @@ El archivo English es la "fuente de la verdad" para todos los archivos `.json` q
> [!NOTE] Utiliza texto en inglés para todos los idiomas si el archivo se traduce a través de Crowdin. La prueba se caerá si no lo haces.
Sería bueno mantener la clave en el mismo orden en todos los archivos también. Además, intenta poner todos los signos de puntuación, el espaciado, las comillas, etc. en los archivos JSON y no en los componentes o archivos del servidor.
Sería bueno mantener la clave en el mismo orden en todos los archivos también. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] The underscore (`_`) is a reserved character for keys in the client-side files. Vea [the documentation](https://www.i18next.com/translation-function/plurals) de como debe ser usado.
Run `pnpm run clean-and-develop` to apply the change.
## Proposing a Pull Request (PR)
After you've committed your changes, check here for [how to open a Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ Si estás en un sistema operativo diferente o todavía estas encontrandote con p
## Issues with Missing UI, Fonts, Language Strings, or Build Errors
When you build the client, Gatsby will cache the Fonts, language strings, and UI. Si uno de ellos no fue almacenado en caché, ejecute lo siguiente:
When you build the client, Gatsby will cache the fonts, language strings, and UI. Si uno de ellos no fue almacenado en caché, ejecute lo siguiente:
```bash
pnpm run clean
@@ -27,7 +27,6 @@ Bevor du an dem Studienplan arbeitest, musst du einige Hilfsmittel einrichten, m
[![In Gitpod öffnen](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### Wie man an Praxisprojekten arbeitet
Die Praxisprojekte haben einige zusätzliche Werkzeuge, die dir helfen, neue Projekte und Schritte zu erstellen. Näheres dazu findest du in [diesen Dokumenten](how-to-work-on-practice-projects.md).
@@ -200,6 +199,104 @@ Solution for the second blank. Example:
`right`
If no feedback is here, a generic "wrong answer" message will be shown.
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ Im obigen Beispiel werden der Schlüssel und eine Variable in den Attributen der
Um den Text auf der Client-Seite zu ändern, gehst du in die entsprechende `.json`-Datei, suchst den Schlüssel, der in der React-Komponente verwendet wird, und änderst den Wert in den gewünschten neuen Text. Du solltest die Codebasis nach diesem Schlüssel durchsuchen, um sicherzustellen, dass er nicht an anderer Stelle verwendet wird. Oder, falls ja, dass die Änderungen an allen Stellen sinnvoll sind.
Run `pnpm run clean-and-develop` to apply the change.
## Hinzufügen von Text
Wenn der Text, den du dem Client hinzufügen möchtest, bereits in der entsprechenden `.json`-Datei vorhanden ist, verwende den vorhandenen Schlüssel. Andernfalls erstellst du einen neuen Schlüssel.
@@ -262,10 +264,12 @@ Die englische Datei ist die "Quelle der Wahrheit" für alle `.json`-Dateien, die
> [!NOTE] Verwende englischen Text für alle Sprachen, wenn die Datei über Crowdin übersetzt wird. Andernfalls werden die Tests fehlschlagen.
Es wäre auch schön, wenn die Schlüssel in allen Dateien die gleiche Reihenfolge hätten. Versuche außerdem, alle Satzzeichen, Abstände, Anführungszeichen usw. in den JSON-Dateien und nicht in den Komponenten oder Serverdateien zu platzieren.
Es wäre auch schön, wenn die Schlüssel in allen Dateien die gleiche Reihenfolge hätten. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] The underscore (`_`) is a reserved character for keys in the client-side files. In der [Dokumentation](https://www.i18next.com/translation-function/plurals) erfährst du, wie sie verwendet werden.
Run `pnpm run clean-and-develop` to apply the change.
## Proposing a Pull Request (PR)
After you've committed your changes, check here for [how to open a Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ If you are on a different OS or are still facing issues, see [getting help](#get
## Issues with Missing UI, Fonts, Language Strings, or Build Errors
When you build the client, Gatsby will cache the Fonts, language strings, and UI. If one of them isn't cached, run the following:
When you build the client, Gatsby will cache the fonts, language strings, and UI. If one of them isn't cached, run the following:
```bash
pnpm run clean
@@ -27,7 +27,6 @@ Prima di lavorare sul curriculum, è necessario impostare alcuni strumenti per a
[![Apri in Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### Come lavorare sui progetti di pratica
I progetti di pratica hanno degli strumenti addizionali per aiutare a creare i nuovi progetti e gli step. Per saperne di più, leggi [questa documentazione](how-to-work-on-practice-projects.md)
@@ -200,6 +199,104 @@ Solution for the second blank. Example:
`right`
If no feedback is here, a generic "wrong answer" message will be shown.
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ Nell'esempio sopra, la chiave e una variabile sono impostate negli attributi del
Per cambiare il testo sul lato client, vai al relativo file `.json`, trova la chiave che viene usata nel componente React e cambiane il valore con il nuovo testo che vuoi. Dovresti cercare quella chiave nel codice, per assicurarti che non venga usata da qualche altra parte. O, se lo è, che il cambiamento abbia senso ovunque.
Run `pnpm run clean-and-develop` to apply the change.
## Aggiungere testo
Se il testo che vuoi aggiungere al client esiste nel relativo file `.json`, usa la chiave esistente. Altrimenti, crea un'altra chiave.
@@ -262,10 +264,12 @@ Il file in inglese è la "fonte della verità" per tutti i file `.json` che cond
> [!NOTE] Usa del testo in inglese per tutte le lingue se il file è tradotto tramite Crowdin. Se non lo fai, i test falliranno.
Sarebbe utile anche tenere tutte le chiavi nello stesso ordine in tutti i file. Inoltre, prova a mettere tutta la punteggiatura, spaziatura, virgolette, etc nei file JSON e non nei componenti o nei file del server.
Sarebbe utile anche tenere tutte le chiavi nello stesso ordine in tutti i file. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] The underscore (`_`) is a reserved character for keys in the client-side files. Vedi [la documentazione](https://www.i18next.com/translation-function/plurals) per il suo utilizzo.
Run `pnpm run clean-and-develop` to apply the change.
## Proposing a Pull Request (PR)
After you've committed your changes, check here for [how to open a Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ Se sei su un sistema operativo diverso o continui ad avere dei problemi, visita
## Issues with Missing UI, Fonts, Language Strings, or Build Errors
When you build the client, Gatsby will cache the Fonts, language strings, and UI. Se uno di loro non è memorizzato nella cache, esegui quanto segue:
When you build the client, Gatsby will cache the fonts, language strings, and UI. Se uno di loro non è memorizzato nella cache, esegui quanto segue:
```bash
pnpm run clean
@@ -27,7 +27,6 @@ And as always, feel free to ask questions on the ['Contributors' category on our
[![Gitpod で開く](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### プラクティスプロジェクトに貢献する方法
プラクティスプロジェクトには、新しいプロジェクトやステップの作成に役立つ追加ツールがあります。 詳細については、[これらのドキュメント](how-to-work-on-practice-projects.md) をご参照ください。
@@ -200,6 +199,104 @@ Solution for the second blank. Example:
`right`
If no feedback is here, a generic "wrong answer" message will be shown.
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ const email = 'team@freecodecamp.org';
クライアント側でテキストを変更するには、関連する `.json ` ファイルで、React コンポーネントで使用されているキーを見つけて、値を新しいテキストに変更します。 そのキーが他の場所で使用されていないことを確認するために、コードベースを検索する必要があります。 他の場所で使用されていた場合、そのすべての場所で変更が実行されます。
Run `pnpm run clean-and-develop` to apply the change.
## テキストの追加
クライアントに追加するテキストが、関連する `.json` ファイルに存在する場合は、既存のキーを使用します。 それ以外の場合は、新しいキーを作成します。
@@ -262,10 +264,12 @@ const email = 'team@freecodecamp.org';
> [!NOTE] ファイルが Crowdin で翻訳されている場合は、すべての言語に英語のテキストを使用してください。 そうしないと、テストは失敗します。
すべてのファイルで、キーを同じ順序に保つことをお勧めします。 また、コンポーネントやサーバーファイルではなくJSON ファイルに、すべての句読点、スペース、引用符などを 入れるようにしてください。
すべてのファイルで、キーを同じ順序に保つことをお勧めします。 Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] The underscore (`_`) is a reserved character for keys in the client-side files. 使用方法については、 [ドキュメント](https://www.i18next.com/translation-function/plurals) を参照してください。
Run `pnpm run clean-and-develop` to apply the change.
## Proposing a Pull Request (PR)
After you've committed your changes, check here for [how to open a Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ If you are on a different OS or are still facing issues, see [getting help](#get
## Issues with Missing UI, Fonts, Language Strings, or Build Errors
When you build the client, Gatsby will cache the Fonts, language strings, and UI. If one of them isn't cached, run the following:
When you build the client, Gatsby will cache the fonts, language strings, and UI. If one of them isn't cached, run the following:
```bash
pnpm run clean
@@ -27,7 +27,6 @@ Antes de trabalhar no currículo, você precisará configurar algumas ferramenta
[![Abra no Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### Trabalhe em projetos práticos
Os projetos práticos tem algumas ferramentas adicionais para criar novos projetos e passos. Para saber mais, veja [esses documentos](how-to-work-on-practice-projects.md)
@@ -200,6 +199,104 @@ Solução para a segunda lacuna. Exemplo:
`right`
Se não houver feedback aqui, será exibida uma mensagem genérica de "resposta errada".
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ No exemplo acima, a chave e a variável estão configuradas nos atributos do com
Para mudar o texto no lado do client, vá para o arquivo `.json`, ache a chave usada no componente React, e mude o valor para o novo texto que você deseja. Você deve pesquisar na base do código por aquela chave para ter certeza de que não está sendo usada em outro lugar. Ou, se está, se as mudanças fazem sentido em todos os lugares.
Run `pnpm run clean-and-develop` to apply the change.
## Adicionando texto
Se o texto que você deseja adicionar ao client existe no arquivo `.json`, use a chave existente. Caso contrário, crie uma nova chave.
@@ -262,10 +264,12 @@ O arquivo em inglês é a "fonte da verdade" para todos os arquivos `.json` que
> [!NOTE] Use texto em inglês para todos os idiomas se o arquivo está sendo traduzido via Crowdin. Os testes vão falhar se você não fizer isso.
Seria bom manter as chaves na mesma ordem entre todos os arquivos também. Além disso, tente colocar toda a pontuação, espaçamento, citações e tudo mais nos arquivos JSON, não nos componentes ou arquivos de servidor.
Seria bom manter as chaves na mesma ordem entre todos os arquivos também. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] O underscore (`_`) é um caractere reservado para chaves dos arquivos que ficam do lado do client. Veja [a documentação](https://www.i18next.com/translation-function/plurals) para saber como são usados.
Run `pnpm run clean-and-develop` to apply the change.
## Propondo um Pull Request (PR)
Após ter feito as alterações, veja [como abrir um Pull Request](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@ Se você está em um sistema operacional diferente ou se ainda está encontrando
## Problemas de ausência da interface do usuário, fontes, strings de idioma ou erro de build
Quando você fizer a build no client, o Gatsby armazenará em cache as fontes, as strings de idioma e a interface do usuário. Se um deles não estiver em cache, execute o seguinte:
When you build the client, Gatsby will cache the fonts, language strings, and UI. Se um deles não estiver em cache, execute o seguinte:
```bash
pnpm run clean
@@ -27,7 +27,6 @@
[![Відкрити у Gitpod](https://gitpod.io/button/open-in-gitpod.svg)](https://gitpod.io/#https://github.com/freeCodeCamp/freeCodeCamp)
### Як працювати над практичними проєктами
Практичні проєкти мають деякі додаткові інструменти, які допомагають створити нові проєкти та кроки. Щоб дізнатися більше, див. [документацію](how-to-work-on-practice-projects.md).
@@ -200,6 +199,104 @@ console.log('freeCodeCamp is awesome!');
`right`
Якщо зворотного зв’язку немає, з’явиться повідомлення «wrong answer».
# --scene--
```json
// # --scene-- can only consist of a single json object
{
// Setup the scene. Properties not marked optional are required.
"setup": {
// Background file to start the scene. A list of scene asset filenames can be found here: https://github.com/freeCodeCamp/cdn/pull/233/files
"background": "company2-center.png",
// Array of all characters that will appear in the scene
"characters": [
{
// Name of character. See list of available characters in scene-assets.tsx
"character": "Maria",
// Where to start the character. Maria will start off screen to the left
"position": { "x": -25, "y": 0, "z": 1 }
},
{
"character": "Tom",
// Tom will start 70% from the left of the screen and 1.5 times regular size
"position": { "x": 70, "y": 0, "z": 1.5 },
// Optional, defaults to 1. Tom will start invisible
"opacity": 0
}
],
"audio": {
// Audio filename
"filename": "1.1-1.mp3",
// Seconds after the scene starts before the audio starts playing
"startTime": 1.3,
// Optional. Timestamp of the audio file where it starts playing from.
"startTimestamp": 0,
// Optional. Timestamp of the audio file where is stops playing. If these two aren't used, the whole audio file will play.
"finishTimestamp": 8.4
},
// Optional, defaults to false. Use this for the long dialogues. It stops the accessibility icon from showing which gives campers the option to show or hide the dialogue text
"alwaysShowDialogue": true
},
// Array of commands that make up the scene
"commands": [
{
// Character that will have an action for this command
"character": "Maria",
// Optional, defaults to previous value. Maria will move to 25% from the left of the screen. The movement takes 0.5 seconds
"position": { "x": 25, "y": 0, "z": 1 },
// When the command will start. Zero seconds after the camper presses play
"startTime": 0
},
{
"character": "Tom",
// Optional, defaults to previous value. Tom will fade into view. The transition take 0.5 seconds. Movement and Opacity transitions take 0.5 seconds
"opacity": 1,
// Tom will fade into view 0.5 seconds into the scene (immediately after Maria finishes moving on screen)
"startTime": 0.5
},
{
"character": "Maria",
// When the command starts: Maria will start saying this line 1.3 seconds into the scene. Note that this is the same time as the audio.startTime above. It doesn't have to match that (maybe there's a pause at the begninning of the audio or something)
"startTime": 1.3,
// The character will stop moving their mouth at the finishTime
"finishTime": 4.95,
"dialogue": {
// Text that will appear if the dialogue is visible
"text": "Hello! You're the new graphic designer, right? I'm Maria, the team lead.",
// Where the dialogue text will be aligned. Can be 'left', 'center', or 'right'
"align": "left"
}
},
{
// background will change to this at 5.4 seconds into the scene
"background": "company2-breakroom.png",
"character": "Tom",
"startTime": 5.4,
"finishTime": 9.4,
"dialogue": {
"text": "Hi, that's right! I'm Tom McKenzie. It's a pleasure to meet you.",
// Tom's text will be aligned to the right since he is on the right side of the screen
"align": "right"
}
},
{
"character": "Tom",
// Tom will fade to 0 opacity
"opacity": 0,
// I like to move characters off screen or fade them 0.5 second after the last talking command
"startTime": 9.9
},
{
"character": "Maria",
// Maria will slide back off the screen to the left
"position": { "x": -25, "y": 0, "z": 1 },
// The animation will stop playing 0.5 seconds after the 'finishTime' of the last command - or 0.5 seconds after 'startTime' if 'finishTime' isn't there.
"startTime": 10.4
}
]
}
```
````
> [!NOTE]
@@ -254,6 +254,8 @@ const email = 'team@freecodecamp.org';
Щоб змінити текст клієнтської частини, перейдіть до відповідного файлу `.json`, знайдіть ключ, який використовується у компоненті React, та змініть його значення на новий текст. Шукайте цей ключ у кодовій базі, щоб переконатися, що він не використовується в іншому місці. Якщо використовується, переконайтесь, чи є сенс застосовувати зміни.
Run `pnpm run clean-and-develop` to apply the change.
## Додавання тексту
Якщо текст, який ви хочете додати до клієнта, існує у відповідному файлі `.json`, використовуйте наявний ключ. В іншому випадку створіть новий ключ.
@@ -262,10 +264,12 @@ const email = 'team@freecodecamp.org';
> [!NOTE] Використовуйте англомовний текст для усіх мов, якщо файл перекладається на Crowdin. Якщо ви цього не зробите, тести не пройдуть.
Також було б добре тримати усі ключі в одному порядку для усіх файлів. Спробуйте розставити всю пунктуацію, інтервали, лапки тощо у файлах JSON, а не у файлах компонента чи сервера.
Також було б добре тримати усі ключі в одному порядку для усіх файлів. Also, try to put all punctuation, spacing, quotes, etc. in the JSON files and not in the components or server files.
> [!NOTE] Підкреслення (`_`) є зарезервованим знаком для ключів у файлах клієнтської частини. Див. [документацію](https://www.i18next.com/translation-function/plurals) про те, як вони використовуються.
Run `pnpm run clean-and-develop` to apply the change.
## Запропонуйте запит на злиття (PR)
Як тільки ви затвердили свої зміни, див. [як відкрити запит на злиття](how-to-open-a-pull-request.md).
@@ -14,7 +14,7 @@
## Проблеми відсутніх UI, шрифтів, мовних рядків чи помилки збірки
Коли ви будуєте клієнта, Gatsby кешує шрифти, мовні рядки та UI. Якщо щось з переліченого не кешоване, виконайте наступне:
When you build the client, Gatsby will cache the fonts, language strings, and UI. Якщо щось з переліченого не кешоване, виконайте наступне:
```bash
pnpm run clean