再调整中英两个词典

This commit is contained in:
MrZ626
2021-10-30 15:02:11 +08:00
parent 0e1e279209
commit 25ef9d9886
2 changed files with 6 additions and 6 deletions

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@@ -405,7 +405,7 @@ return{
"term",
"In most cases, it's a meme.\nThe shape and position of the O Tetromino (a.k.a. the Square) does not change upon rotation, thus making it lack interesting spins/kicks that other Tetrominoes have, or be stuck in a place unable to get out.\nAs a joke, some people have made heavily edited videos or even programmed games where the O pieces can change shape and \"spin\" into different positions.\nTechmino also supports O-Spin in most modes.",
},
{"Rotation Systems",
{"Rotation Systems",--Editted
"wallkick rotationsystem",
"term",
"Systems that determine how pieces rotate.\n\nRotation systems usually handle two things: basic rotation and kicks.\n\nBasic rotation refers to how pieces rotate in an open area. Because rotating pieces on their geometric center will usually cause the piece to be misaligned from the grid, rotation systems need to specify alternative rotation centers or rotation offsets to align rotated pieces back to the grid.\n\nKicks refer to offsets applied if the rotated piece overlaps with the border of the matrix or other blocks. While older games, like the ones on NES and Gameboy, lack kicks, people soon realized that if a piece is too close to the wall, the floor or other pieces, the piece can (unintuitively) fail to rotate due to overlapping. Games started to implement systems that allow pieces close to walls/floors to rotate, and move them away from the wall/floor into a valid position (\"kicking off the wall/floor\"), and such movements, or offsets used in said movements, are referred to as (wall/floor) kicks.\n\nWhile Super Rotation System (SRS) is the current standard for modern official Tetris games, older games and unofficial games may have their own rotation systems, implementing different basic rotations and kicks.",
@@ -445,7 +445,7 @@ return{
"term",
"Nintendo Rotation System\nThe rotation system used in the Tetris games on the NES and Game Boy.\nIt has two mirrored versions; the left-handed version is used on Game Boy, and the right-handed version on the NES.",
},
{"SRS",
{"SRS",--Editted
"srs superrotationsystem",
"term",
"Super Rotation System\nThe rotation system used in modern, official Tetris games.\nEach Tetromino has a rotation center for the piece to rotate around. Should a Tetromino overlap with the wall, floor or another mino on the field after rotation, a few offset positions will be checked, allowing pieces to kick off walls and floors. This also allows pieces to rotate into openings that are otherwise unreachable.\n\nMany unofficial games implement some modification of this rotation system that adds a kick for 180 spins. In Techmino, such a modification is called SRS+.",
@@ -637,12 +637,12 @@ return{
"The delay between block touching the ground and locking down (i.e. can no longer be controlled, and the next piece spawns).\nModern Tetris games often have forgiving lockdown delay mechanics where you can reset this delay by moving or rotating (up to 15 times), and you can sometimes stall for time by doing this. Classic Tetris games often have a far less forgiving lockdown delay.",
},
{"ARE",
"are appearance spawn delay",
"are spawn appearance delay",
"term",
"Sometimes called the Entry Delay. ARE refers to the delay between the lockdown of one piece and the spawn of another piece.",
},
{"line ARE",
"line appearance are delay",
"line are appearance delay",
"term",
"The delay between the start of a line clear animation to the spawn of the next piece.",
},

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@@ -408,7 +408,7 @@ return{
{"旋转系统(踢墙)",
"旋转系统 踢墙 xuanzhuanxitong wallkick tiqiang",
"term",
"(部分游戏中)方块旋转后可能和场地或墙壁有碰撞,此时系统可能会给方块施加偏移,让方块不会因此被卡住而不能操作。这个偏移就是踢墙。\n建议阅读SRS词条。",
"现代方块游戏中,方块可以绕着旋转中心(在本游戏中可见)旋转(部分游戏没有固定中心),如果旋转后和场地或墙壁有重合,会根据<从哪个方向转到哪个方向>进行一些偏移测试(这个偏移称为踢墙),不会卡住转不动,同时也可以让方块钻进入一些特定形状的洞",
},
{"ARS",
"旋转系统 ars rotate",
@@ -458,7 +458,7 @@ return{
{"SRS",
"超级旋转系统 srs rotate",
"term",
"Super Rotation System\n现代方块最常用的旋转系统,也是不少自制旋转系统的设计模板。\n简单原理介绍:每个方块都有一个旋转中心,旋转后如果和场地有重合,会根据<从哪个方向转到哪个方向>进行一些偏移测试,可以让方块钻进入一些特定形状的洞。\n注:对于SRS每个方块有四个方向可以朝两边转180°不算设计的时候还没有,所以不能踢墙所以总共8种对应8个偏移表具体数据去Wiki上查这里就不放了",
"Super Rotation System\n现代方块最常用的旋转系统,也是不少自制旋转系统的设计模板。\n对于SRS每个方块有四个方向可以朝两边转180°不算最开始没有这个设计所以总共8种对应8个偏移表具体数据去Wiki上查这里就不放了",
},
{"SRS+",
"超级旋转系统 srs+ srsplus rotate",