superpowers-game-flang-plugin v0.4.0
Superpowers Game fLang plugin
Ths plugin allows for easy localization of any in-game strings in the Superpowers Game
system for Superpowers, the extensible HTML5 2D+3D game engine.
It expose the fLang
namespace to the TypeScript API.
Documentation
http://florentpoujol.github.io/superpowers-game-flang-plugin
You can also access it offline in Superpowers' client with the Plugins documentation plugin, or find it directly in the plugin's public/docs
folder.
Installation
Download the latest release, unzip it, rename the folder to flang
, move it inside app/systems/supGame/plugins/florentpoujol/
then restart your server.
Advanced:
Get it via npm
:
cd app/systems/supGame/plugins
npm install superpowers-game-flang-plugin
The name of the vendors or plugins in the app/systems/supGame/plugins/
folder don't matter.
So you can leave the plugin path as node_modules/superpowers-game-flang-plugin
.
Quick reference
Set the dictionaries with the setDictionary(language: string, dictionary: Object|string)
function :
let en: any = {
localeName: "English",
greetings: { // you may nest the keys
welcome: "Welcome {{player_name}}!"
}
};
fLang.setDictionary("en", en);
fLang.setDictionary("fr", {
greetings: {
welcome: "Bienvenu {{player_name}} !"
}
});
Retrieve a localized string in the current locale:
var text = fLang.get( "localName" ); // returns "English"
Chain keys with a dot notation :
var text = fLang.get( "greetings.welcome" ); // Welcome {{player_name}}!
Specify a locale at the begining of the key to override the current locale:
var text = fLang.get( "fr.greetings.welcome" ); // Bienvenu {{player_name}}!
Keys not found in a locale may still return a value if they exists in the default locale :
var text = fLang.get( "fr.localName" ); // English
Pass a dictionary of placeholders/replacements as second argument to personalize elements in the localized strings:
var text = fLang.get( "greetings.welcome", { player_name: "Florent" } );
// Welcome Florent!
Update the current locale with the update()
function.
var text = fLang.get( "greetings.welcome" ); // Welcome {{player_name}}!
fLang.udpate("fr");
var text = fLang.get( "greetings.welcome" ); // Bienvenu {{player_name}} !
The update()
function makes the module's event emitter (fLang.emitter
) emit the "fLangUpdate"
event.
fLang.emitter.on("fLangUpdate", (locale: string) => {
console.log("The new current locale is "+locale);
});
fLang.udpate( "fr" ); // prints "The new current locale is fr"
The listeners receive the new current locale as their first and only arguments.
You can use this to automaticaly update texts when the user changes the locale.
Test project
The project
folder contains a test project.
To run it, put the project folder fLang
in Superpowers' projects folder, start the server, access the project then run it and open the console.
On Window, Superpowers' projects folder is typically in C:\Users\[Your user name]\AppData\Roaming\Superpowers
.
Note that this project depends on the fText
asset plugin, as well as this plugin (obviously).
9 years ago