中文词典添加(修改)旋转系统与说明并给英文词典留好位置
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@@ -347,31 +347,71 @@ return{
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"term",
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"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 in order 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.",
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},
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{"SRS",
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"srs superrotationsystem",
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"term",
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"Super Rotation System\nThe rotation system used in modern, official Tetris games.\nEach Tetrimino has a rotation center for the piece to rotate around. Should a Tetrimino 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.",
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},
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{"NRS",
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"nrs nintendorotationsystem",
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"term",
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"Nintendo Rotation System\nThe rotation system used in the Tetris games on the NES and Gameboy.\nIt has two mirrored versions; the left-handed version is used on Gameboy, and the right-handed version on the NES.",
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},
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{"ARS",
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"ars arikrotationsystem atarirotationsystem",
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"term",
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"It can refer to two things:\nArika Rotation System, which is used in Tetris: The Grand Master games.\nAtari Rotation System, which aligns pieces to the top-left when rotating.",
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},
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{"ASC",
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"asc",
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"term",
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"",--todo
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},
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{"ASC+",
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"asc+ ascplus",
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"term",
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"",--todo
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},
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{"BRS",
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"brs",
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"term",
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"",--todo
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},
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{"BiRS",
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"birs",
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"term",
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"",--todo
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},
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{"C2RS",
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"c2rs",
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"term",
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"",--todo
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},
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{"C2sym",
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"c2sym",
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"term",
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"",--todo
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},
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{"DRS",
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"drs dtetrotationsystem",
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"term",
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"DTET Rotation System\nThe rotation system used in DTET.",
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},
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{"NRS",
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"nrs nintendorotationsystem",
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"term",
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"Nintendo Rotation System\nThe rotation system used in the Tetris games on the NES and Gameboy.\nIt has two mirrored versions; the left-handed version is used on Gameboy, and the right-handed version on the NES.",
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},
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{"SRS",
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"srs superrotationsystem",
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"term",
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"Super Rotation System\nThe rotation system used in modern, official Tetris games.\nEach Tetrimino has a rotation center for the piece to rotate around. Should a Tetrimino 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.",
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},
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{"SRS+",
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"srs+ srsplus superrotationsystem",
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"term",
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"",--todo
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},
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{"TRS",
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"trs techminorotationsystem",
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"term",
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"*Techmino-exclusive*\nTechmino Rotation System\nThe rotation system used in Techmino, based on SRS.\nIt includes fixes on common cases where S/Z are locked from rotating, and some extra useful kicks. Each pentomino also has a kick table roughly based on SRS logic.",
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},
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{"XRS",
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"xrs",
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"term",
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"",--todo
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},
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{"Back to Back",
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"b2b btb backtoback",
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@@ -351,32 +351,72 @@ return{
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{"旋转系统(踢墙)",
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"旋转系统 踢墙 xuanzhuanxitong wallkick tiqiang",
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"term",
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"(部分游戏中)方块旋转后可能和场地或者墙壁有碰撞,此时系统可能会给方块施加的偏移,让方块不会因此被卡住而不能操作。详见SRS词条",
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},
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{"SRS",
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"超级旋转系统 srs rotate",
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"term",
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"Super Rotation System\n现代方块最常用的旋转系统,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度不算,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",
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},
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{"NRS",
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"旋转系统 nrs rotate",
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"term",
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"Nintendo Rotation System",
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"(部分游戏中)方块旋转后可能和场地或者墙壁有碰撞,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",
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},
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{"ARS",
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"旋转系统 ars rotate",
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"term",
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"Arika Rotation System, TGM系列使用的旋转系统(3代中的C模式)\n或者\nAtari Rotation System, 一个左上对齐旋转系统",
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"Arika Rotation System, TGM系列使用的旋转系统(3代中的C模式)\n\n或者\n\nAtari Rotation System, 一个左上对齐旋转系统",
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},
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{"ASC",
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"旋转系统 asc rotate",
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"term",
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"ASC Rotation System\nASC块使用的旋转系统,所有块所有形状只根据旋转方向(顺时针和逆时针)使用两个对称的表,踢墙范围大概是±2,±2",
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},
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{"ASC+",
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"旋转系统 asc+ ascplus rotate",
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"term",
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"Techmino中对ASC的修改版本,添加了180度转的踢墙表",
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},
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{"BRS",
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"旋转系统 brs rotate",
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"term",
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"BPS Rotation System\nBPS块使用的旋转系统",
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},
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{"BiRS",
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"旋转系统 birs rotate",
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"term",
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"Bias Rotation System\nTechmino原创旋转系统,基于XRS和SRS设计。\n当左/右/下(软降)被按下并且那个方向顶住了墙,按旋转后会先设定一个偏移(三个键朝各自方向加1格),在偏移的基础上试踢墙表里的位移(全都失败了会先取消向下的偏移再把踢墙重新试一遍,再都不行就取消左右,再不行就失败)。\nBiRS相比XRS只使用一个踢墙表更容易记忆,并且保留了SRS翻越地形的功能。\n\n细节补充:在测试踢墙时要满足两个条件,最终位移欧氏距离不能超过根号5,并且存在水平偏移时最终水平位移必须和它不反向。",
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},
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{"C2RS",
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"旋转系统 c2rs rotate",
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"term",
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"Cultris II Rotation System\nCultris II原创的旋转系统,所有旋转共用一个表,顺序是:\n左1→右1→下1→左下→右下→左2→右2\n注意,左优先于右",
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},
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{"C2sym",
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"旋转系统 c2sym rotate",
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"term",
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"Techmino中对C2RS的修改版本,根据不同的方块形状和状态,各自选择优先测试左还是右",
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},
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{"DRS",
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"旋转系统 drs rotate",
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"term",
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"DTET Rotation System",
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},
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{"NRS",
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"旋转系统 nrs rotate",
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"term",
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"Nintendo Rotation System",
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},
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{"SRS",
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"超级旋转系统 srs rotate",
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"term",
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"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度不算,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",
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},
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{"SRS+",
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"超级旋转系统 srs+ srsplus rotate",
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"term",
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"SRS的拓展版,添加了180度转的踢墙表",
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},
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{"TRS",
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"旋转系统 trs rotate",
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"term",
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"Techmino Rotation System\nTechmino独有的旋转系统,基于SRS设计,修补了一些常见SZ卡死的地形,增加了不少实用踢墙,每个五连块也基本按照SRS的spin逻辑单独设计了踢墙表。",
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"Techmino Rotation System\nTechmino原创旋转系统,基于SRS设计,修补了一些常见SZ卡死的地形,增加了不少实用踢墙。\n每个五连块也基本按照SRS的spin逻辑单独设计了踢墙表。\n更有神奇Ospin等你探索!",
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},
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{"XRS",
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"旋转系统 xrs rotate",
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"term",
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"X Rotation System\nT-ex原创旋转系统,引入了\"按住方向键换一套踢墙表\"的设定(在对应的方向需要顶住墙),让\"想去哪\"能被游戏捕获从而转到玩家希望到达的位置。\n\n其他旋转系统无论踢墙表怎么设计,块处在某个位置时旋转后最终只能按固定顺序测试,这导致不同的踢墙是竞争的,若存在两个可能想去的位置就只能二选一,XRS解决了这个问题。",
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},
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--术语(其他)
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