Habilita la regla 1 de la nova FSM de joc: durant PLAYING, qualsevol
slot DISABLED pot pulsar START per entrar a partida amb spawn aeri al
seu costat de la porta i vides reseteades. Quan un jugador esgota les
vides, `respawnFromDying` el deixa a DISABLED i publica `player_disabled`
al bus; GameScene i HUD reaccionen, deixant el slot disponible per a un
nou join. Afegeix prompts al HUD ("PULSA START / PER JUGAR" o
"ESPERA / PER JUGAR") segons l'estat de la RoomFsm.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
135 lines
3.7 KiB
YAML
135 lines
3.7 KiB
YAML
# AEE ARCADE — English
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# lang: en
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notification:
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test: "test notification"
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gamepad_connected: "connected"
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gamepad_disconnected: "disconnected"
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input:
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zoom: "Zoom"
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fullscreen_on: "Fullscreen"
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fullscreen_off: "Windowed"
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shader_on: "Shaders on"
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shader_off: "Shaders off"
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vsync_on: "VSync on"
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vsync_off: "VSync off"
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screenshot: "Screenshot"
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shader: "Shader"
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preset: "Preset"
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scaling_disabled: "Scaling off"
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scaling_stretch: "Scaling stretch"
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scaling_letterbox: "Scaling letterbox"
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scaling_overscan: "Scaling overscan"
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scaling_integer: "Scaling integer"
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press_again_exit: "Press again to exit"
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paused: "Paused"
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editor_on: "Editor ON"
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editor_off: "Editor OFF"
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editor_save_error: "Editor: map save failed"
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editor_keep_door: "Editor: at least one door required"
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editor_keep_sarc: "Editor: at least one sarcophagus required"
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editor_invalid_level: "Editor: level incomplete (door and sarcs)"
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hud:
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p1: "P1"
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p2: "P2"
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lives: "Lives"
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treasures: "Tre"
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pyramid: "Pyramid"
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room: "Room"
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# Prompts shown in an inactive slot's block (instead of zeros) while
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# a player hasn't pressed START yet or has run out of lives. Two
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# short lines so they fit in the side block (~106 px wide).
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join_prompt_can_join_l1: "PRESS START"
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join_prompt_can_join_l2: "TO PLAY"
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join_prompt_wait_l1: "PLEASE"
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join_prompt_wait_l2: "WAIT"
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# Texts of the TITLE scene.
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title:
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press_start: "Press START to begin"
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# Room transition texts (GameScene FSM intro/outro). Both INTRO and
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# OUTRO render as two independent lines with their own animation.
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# INTRO uses `{p}` (pyramid) and `{r}` (room) placeholders; OUTRO has
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# no placeholders — it's the two words of the "stage complete" label.
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game:
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room_intro_pyramid: "Pyramid {p}"
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room_intro_room: "Room {r}"
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room_complete_line1: "Stage"
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room_complete_line2: "Complete"
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menu:
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titles:
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root: "Service menu"
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video: "Video"
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audio: "Audio"
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controls: "Controls"
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keyboard: "Keyboard"
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gamepad: "Gamepad"
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tweaks: "Gameplay"
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system: "System"
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labels:
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player_1: "Player 1"
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player_2: "Player 2"
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gamepad_unavailable: "Not available"
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items:
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video_submenu: "Video"
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audio_submenu: "Audio"
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controls_submenu: "Controls"
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keyboard_submenu: "Keyboard"
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gamepad_submenu: "Gamepad"
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tweaks_submenu: "Gameplay"
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system_submenu: "System"
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move_up: "Up"
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move_down: "Down"
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move_left: "Left"
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move_right: "Right"
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jump: "Jump"
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attack: "Attack"
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start: "Start"
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service: "Options"
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gamepad_p1: "Gamepad P1"
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gamepad_p2: "Gamepad P2"
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define_buttons_p1: "Define buttons P1"
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define_buttons_p2: "Define buttons P2"
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zoom: "Zoom"
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screen: "Fullscreen"
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vsync: "VSync"
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scaling_mode: "Scaling"
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shader: "Shader"
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shader_type: "Shader type"
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preset: "Preset"
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render_info: "Render info"
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uptime: "Show time"
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master_enable: "Audio"
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master_volume: "Master volume"
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music: "Music"
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music_volume: "Music volume"
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sounds: "Sounds"
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sounds_volume: "Sound volume"
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whip_pierces_walls: "Whip pierces sarcs"
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friendly_fire: "Friendly fire"
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players_collide: "Player collision"
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restart: "Restart"
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exit_game: "Exit game"
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values:
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on: "On"
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off: "Off"
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submenu_arrow: ">"
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scaling_disabled: "Off"
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scaling_stretch: "Stretch"
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scaling_letterbox: "Letterbox"
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scaling_overscan: "Overscan"
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scaling_integer: "Integer"
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render_info_off: "Off"
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render_info_top: "Top"
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render_info_bottom: "Bottom"
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gamepad_none: "None"
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gamepad_disconnected: "Disconnected"
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press_key: "Press a key"
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press_button: "Press a button"
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define_buttons_complete: "Configuration complete"
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define_buttons_no_pad: "No gamepad assigned"
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