code-languages 1.36.5 → 1.37.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +81 -2
- package/dist/api-CvUpukaI.d.ts +134 -0
- package/dist/api-DVDG0xl6.d.cts +134 -0
- package/dist/api.cjs +3050 -1575
- package/dist/api.d.cts +3 -77
- package/dist/api.d.ts +3 -77
- package/dist/api.js +3050 -1575
- package/dist/detect-slugs.cjs +14 -3
- package/dist/detect-slugs.d.cts +1 -1
- package/dist/detect-slugs.d.ts +1 -1
- package/dist/detect-slugs.js +14 -3
- package/dist/detect.cjs +553 -3
- package/dist/detect.js +553 -3
- package/dist/i18n.cjs +1 -1
- package/dist/i18n.js +1 -1
- package/dist/index.cjs +3071 -1588
- package/dist/index.d.cts +508 -2
- package/dist/index.d.ts +508 -2
- package/dist/index.js +3070 -1589
- package/dist/languages/angelscript.cjs +52 -0
- package/dist/languages/angelscript.d.cts +49 -0
- package/dist/languages/angelscript.d.ts +49 -0
- package/dist/languages/angelscript.js +50 -0
- package/dist/languages/gml.cjs +52 -0
- package/dist/languages/gml.d.cts +49 -0
- package/dist/languages/gml.d.ts +49 -0
- package/dist/languages/gml.js +50 -0
- package/dist/languages/ink-narrative.cjs +52 -0
- package/dist/languages/ink-narrative.d.cts +49 -0
- package/dist/languages/ink-narrative.d.ts +49 -0
- package/dist/languages/ink-narrative.js +50 -0
- package/dist/languages/modelica.cjs +52 -0
- package/dist/languages/modelica.d.cts +49 -0
- package/dist/languages/modelica.d.ts +49 -0
- package/dist/languages/modelica.js +50 -0
- package/dist/languages/nextflow.cjs +52 -0
- package/dist/languages/nextflow.d.cts +49 -0
- package/dist/languages/nextflow.d.ts +49 -0
- package/dist/languages/nextflow.js +50 -0
- package/dist/languages/octave.cjs +52 -0
- package/dist/languages/octave.d.cts +49 -0
- package/dist/languages/octave.d.ts +49 -0
- package/dist/languages/octave.js +50 -0
- package/dist/languages/snakemake.cjs +52 -0
- package/dist/languages/snakemake.d.cts +49 -0
- package/dist/languages/snakemake.d.ts +49 -0
- package/dist/languages/snakemake.js +50 -0
- package/dist/languages/spss.cjs +52 -0
- package/dist/languages/spss.d.cts +49 -0
- package/dist/languages/spss.d.ts +49 -0
- package/dist/languages/spss.js +50 -0
- package/dist/languages/squirrel.cjs +52 -0
- package/dist/languages/squirrel.d.cts +49 -0
- package/dist/languages/squirrel.d.ts +49 -0
- package/dist/languages/squirrel.js +50 -0
- package/dist/languages/twee.cjs +52 -0
- package/dist/languages/twee.d.cts +49 -0
- package/dist/languages/twee.d.ts +49 -0
- package/dist/languages/twee.js +50 -0
- package/dist/languages/wdl.cjs +52 -0
- package/dist/languages/wdl.d.cts +49 -0
- package/dist/languages/wdl.d.ts +49 -0
- package/dist/languages/wdl.js +50 -0
- package/dist/{language-registry-59NJVWeg.d.cts → registry-xJ7UlZlJ.d.cts} +33 -0
- package/dist/{language-registry-59NJVWeg.d.ts → registry-xJ7UlZlJ.d.ts} +33 -0
- package/package.json +126 -68
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'use strict';
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// src/languages/angelscript.ts
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var angelscript = {
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slug: "angelscript",
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publishedDate: "2003-01-01",
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extensions: [".as", ".angelscript"],
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author: "Andreas Jonsson (AngelCode)",
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website: "https://www.angelcode.com/angelscript",
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paradigms: ["object-oriented", "procedural", "scripting"],
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tooling: {
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runtimes: ["AngelScript Engine"],
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ecosystems: ["Game Development", "Embedded Scripting", "Modding"]
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},
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version: "2.36.1",
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logo: "https://dummyimage.com/32x32/2D5FA0/ffffff.png&text=AS",
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color: "#2D5FA0",
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i18n: {
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en: {
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name: "AngelScript",
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description: "A statically typed scripting language designed for embedding in C++ game engines.",
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longDescription: "AngelScript is a scripting language designed to be embedded in C++ applications and game engines. It uses a syntax close to C++ and Java, making it familiar to game developers, while being compiled to bytecode and executed by a lightweight virtual machine with low overhead.\n\nCreated by Andreas Jonsson at AngelCode, the language provides strong typing, automatic memory management via reference counting, and a flexible registration API for exposing C++ classes and functions to scripts. It is used in commercial games and tools such as Crimsonland, Age of Wonders, and several modding communities."
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},
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es: {
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name: "AngelScript",
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description: "Lenguaje de scripting tipado estaticamente disenado para incrustar en motores de juego C++.",
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longDescription: "AngelScript es un lenguaje de scripting disenado para incrustarse en aplicaciones C++ y motores de juego. Usa una sintaxis cercana a C++ y Java, familiar para desarrolladores de juegos, compilandose a bytecode y ejecutandose mediante una maquina virtual ligera con minima sobrecarga.\n\nCreado por Andreas Jonsson en AngelCode, el lenguaje ofrece tipado fuerte, gestion automatica de memoria mediante conteo de referencias y una API de registro flexible para exponer clases y funciones C++ a los scripts. Se usa en juegos comerciales y herramientas como Crimsonland, Age of Wonders y comunidades de mods."
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},
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it: {
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name: "AngelScript",
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description: "Linguaggio di scripting tipato staticamente progettato per essere incorporato in motori di gioco C++.",
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longDescription: "AngelScript e un linguaggio di scripting progettato per essere incorporato in applicazioni C++ e motori di gioco. Usa una sintassi simile a C++ e Java, familiare agli sviluppatori di giochi, compilando a bytecode ed eseguito da una macchina virtuale leggera con basso overhead.\n\nCreato da Andreas Jonsson di AngelCode, il linguaggio offre tipizzazione statica, gestione automatica della memoria tramite conteggio dei riferimenti e un API di registrazione flessibile per esporre classi e funzioni C++ agli script. E usato in giochi commerciali come Crimsonland, Age of Wonders e comunita di modding."
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},
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fr: {
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name: "AngelScript",
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description: "Langage de script a typage statique concu pour etre integre dans les moteurs de jeu C++.",
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longDescription: "AngelScript est un langage de script concu pour etre integre dans des applications C++ et des moteurs de jeu. Il utilise une syntaxe proche de C++ et Java, familiere aux developpeurs de jeux, avec une compilation en bytecode executee par une machine virtuelle legere a faible surcharge.\n\nCree par Andreas Jonsson chez AngelCode, le langage offre un typage statique, une gestion automatique de la memoire par comptage de references et une API d enregistrement flexible pour exposer des classes et fonctions C++ aux scripts. Il est utilise dans des jeux commerciaux comme Crimsonland, Age of Wonders et diverses communautes de mods."
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},
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de: {
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name: "AngelScript",
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description: "Statisch typisierte Skriptsprache fur die Einbettung in C++-Spiel-Engines.",
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longDescription: "AngelScript ist eine Skriptsprache, die fur die Einbettung in C++-Anwendungen und Spiel-Engines entwickelt wurde. Sie verwendet eine Syntax ahnlich C++ und Java, die Spieleentwicklern vertraut ist, wird zu Bytecode kompiliert und von einer leichtgewichtigen virtuellen Maschine mit geringem Overhead ausgefuhrt.\n\nVon Andreas Jonsson bei AngelCode entwickelt, bietet die Sprache starke Typisierung, automatische Speicherverwaltung uber Referenzzahlung und eine flexible Registrierungs-API zum Bereitstellen von C++-Klassen und -Funktionen fur Skripte. Sie wird in kommerziellen Spielen wie Crimsonland, Age of Wonders und verschiedenen Modding-Communities eingesetzt."
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},
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pt: {
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name: "AngelScript",
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description: "Linguagem de script estaticamente tipada projetada para incorporacao em engines de jogos C++.",
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longDescription: "AngelScript e uma linguagem de script projetada para ser incorporada em aplicacoes C++ e engines de jogos. Usa uma sintaxe proxima de C++ e Java, familiar a desenvolvedores de jogos, compilando para bytecode executado por uma maquina virtual leve com baixa sobrecarga.\n\nCriada por Andreas Jonsson na AngelCode, a linguagem oferece tipagem estatica, gerenciamento automatico de memoria por contagem de referencias e uma API de registro flexivel para expor classes e funcoes C++ aos scripts. E usada em jogos comerciais como Crimsonland, Age of Wonders e comunidades de mods."
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}
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}
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};
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exports.angelscript = angelscript;
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declare const angelscript: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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color: "#2D5FA0";
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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it: {
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name: string;
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description: string;
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longDescription: string;
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};
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fr: {
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name: string;
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description: string;
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longDescription: string;
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};
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de: {
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name: string;
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description: string;
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longDescription: string;
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};
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pt: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { angelscript };
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declare const angelscript: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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color: "#2D5FA0";
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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it: {
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name: string;
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description: string;
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longDescription: string;
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};
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fr: {
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name: string;
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description: string;
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longDescription: string;
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};
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de: {
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name: string;
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description: string;
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longDescription: string;
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};
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pt: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { angelscript };
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// src/languages/angelscript.ts
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var angelscript = {
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slug: "angelscript",
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publishedDate: "2003-01-01",
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extensions: [".as", ".angelscript"],
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author: "Andreas Jonsson (AngelCode)",
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website: "https://www.angelcode.com/angelscript",
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paradigms: ["object-oriented", "procedural", "scripting"],
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tooling: {
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runtimes: ["AngelScript Engine"],
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ecosystems: ["Game Development", "Embedded Scripting", "Modding"]
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},
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version: "2.36.1",
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logo: "https://dummyimage.com/32x32/2D5FA0/ffffff.png&text=AS",
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color: "#2D5FA0",
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i18n: {
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en: {
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name: "AngelScript",
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description: "A statically typed scripting language designed for embedding in C++ game engines.",
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longDescription: "AngelScript is a scripting language designed to be embedded in C++ applications and game engines. It uses a syntax close to C++ and Java, making it familiar to game developers, while being compiled to bytecode and executed by a lightweight virtual machine with low overhead.\n\nCreated by Andreas Jonsson at AngelCode, the language provides strong typing, automatic memory management via reference counting, and a flexible registration API for exposing C++ classes and functions to scripts. It is used in commercial games and tools such as Crimsonland, Age of Wonders, and several modding communities."
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},
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es: {
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name: "AngelScript",
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description: "Lenguaje de scripting tipado estaticamente disenado para incrustar en motores de juego C++.",
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longDescription: "AngelScript es un lenguaje de scripting disenado para incrustarse en aplicaciones C++ y motores de juego. Usa una sintaxis cercana a C++ y Java, familiar para desarrolladores de juegos, compilandose a bytecode y ejecutandose mediante una maquina virtual ligera con minima sobrecarga.\n\nCreado por Andreas Jonsson en AngelCode, el lenguaje ofrece tipado fuerte, gestion automatica de memoria mediante conteo de referencias y una API de registro flexible para exponer clases y funciones C++ a los scripts. Se usa en juegos comerciales y herramientas como Crimsonland, Age of Wonders y comunidades de mods."
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},
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it: {
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name: "AngelScript",
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description: "Linguaggio di scripting tipato staticamente progettato per essere incorporato in motori di gioco C++.",
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longDescription: "AngelScript e un linguaggio di scripting progettato per essere incorporato in applicazioni C++ e motori di gioco. Usa una sintassi simile a C++ e Java, familiare agli sviluppatori di giochi, compilando a bytecode ed eseguito da una macchina virtuale leggera con basso overhead.\n\nCreato da Andreas Jonsson di AngelCode, il linguaggio offre tipizzazione statica, gestione automatica della memoria tramite conteggio dei riferimenti e un API di registrazione flessibile per esporre classi e funzioni C++ agli script. E usato in giochi commerciali come Crimsonland, Age of Wonders e comunita di modding."
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},
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fr: {
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name: "AngelScript",
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description: "Langage de script a typage statique concu pour etre integre dans les moteurs de jeu C++.",
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longDescription: "AngelScript est un langage de script concu pour etre integre dans des applications C++ et des moteurs de jeu. Il utilise une syntaxe proche de C++ et Java, familiere aux developpeurs de jeux, avec une compilation en bytecode executee par une machine virtuelle legere a faible surcharge.\n\nCree par Andreas Jonsson chez AngelCode, le langage offre un typage statique, une gestion automatique de la memoire par comptage de references et une API d enregistrement flexible pour exposer des classes et fonctions C++ aux scripts. Il est utilise dans des jeux commerciaux comme Crimsonland, Age of Wonders et diverses communautes de mods."
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},
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de: {
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name: "AngelScript",
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description: "Statisch typisierte Skriptsprache fur die Einbettung in C++-Spiel-Engines.",
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longDescription: "AngelScript ist eine Skriptsprache, die fur die Einbettung in C++-Anwendungen und Spiel-Engines entwickelt wurde. Sie verwendet eine Syntax ahnlich C++ und Java, die Spieleentwicklern vertraut ist, wird zu Bytecode kompiliert und von einer leichtgewichtigen virtuellen Maschine mit geringem Overhead ausgefuhrt.\n\nVon Andreas Jonsson bei AngelCode entwickelt, bietet die Sprache starke Typisierung, automatische Speicherverwaltung uber Referenzzahlung und eine flexible Registrierungs-API zum Bereitstellen von C++-Klassen und -Funktionen fur Skripte. Sie wird in kommerziellen Spielen wie Crimsonland, Age of Wonders und verschiedenen Modding-Communities eingesetzt."
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},
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pt: {
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name: "AngelScript",
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description: "Linguagem de script estaticamente tipada projetada para incorporacao em engines de jogos C++.",
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longDescription: "AngelScript e uma linguagem de script projetada para ser incorporada em aplicacoes C++ e engines de jogos. Usa uma sintaxe proxima de C++ e Java, familiar a desenvolvedores de jogos, compilando para bytecode executado por uma maquina virtual leve com baixa sobrecarga.\n\nCriada por Andreas Jonsson na AngelCode, a linguagem oferece tipagem estatica, gerenciamento automatico de memoria por contagem de referencias e uma API de registro flexivel para expor classes e funcoes C++ aos scripts. E usada em jogos comerciais como Crimsonland, Age of Wonders e comunidades de mods."
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}
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}
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};
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export { angelscript };
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'use strict';
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// src/languages/gml.ts
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var gml = {
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slug: "gml",
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publishedDate: "1999-01-01",
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extensions: [".gml"],
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author: "YoYo Games",
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website: "https://gamemaker.io",
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paradigms: ["object-oriented", "event-driven", "scripting", "procedural"],
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tooling: {
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runtimes: ["GameMaker"],
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ecosystems: ["Game Development", "2D Games", "Indie Games"]
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},
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version: "2024.13.0",
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logo: "https://cdn.simpleicons.org/gamemaker/000000",
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color: "#71B33C",
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i18n: {
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en: {
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name: "GML",
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description: "GameMaker Language: a scripting language for 2D game development in GameMaker Studio.",
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longDescription: "GML (GameMaker Language) is the scripting language used in GameMaker Studio for creating 2D games. It combines an event-driven architecture with a procedural scripting syntax inspired by C, allowing developers to control sprites, objects, rooms, and game logic through code attached to game object events.\n\nGML supports functions, arrays, structs, and lambdas, and has evolved from a simplified drag-and-drop companion into a full-featured language. It targets multiple export platforms including Windows, macOS, Linux, Android, iOS, and consoles. Its accessible design makes it a popular entry point for independent game developers."
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},
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es: {
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name: "GML",
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description: "GameMaker Language: lenguaje de scripting para desarrollo de juegos 2D en GameMaker Studio.",
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longDescription: "GML (GameMaker Language) es el lenguaje de scripting utilizado en GameMaker Studio para crear juegos 2D. Combina una arquitectura orientada a eventos con una sintaxis procedural inspirada en C, permitiendo controlar sprites, objetos, salas y logica de juego mediante codigo adjunto a los eventos de los objetos.\n\nGML admite funciones, arrays, structs y lambdas, y ha evolucionado de un complemento simplificado de arrastrar y soltar a un lenguaje completo. Exporta a multiples plataformas como Windows, macOS, Linux, Android, iOS y consolas. Su diseno accesible lo hace popular entre desarrolladores de juegos independientes."
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},
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it: {
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name: "GML",
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description: "GameMaker Language: linguaggio di scripting per lo sviluppo di giochi 2D in GameMaker Studio.",
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longDescription: "GML (GameMaker Language) e il linguaggio di scripting utilizzato in GameMaker Studio per creare giochi 2D. Combina un architettura event-driven con una sintassi procedurale ispirata al C, consentendo di controllare sprite, oggetti, stanze e logica di gioco tramite codice allegato agli eventi degli oggetti di gioco.\n\nGML supporta funzioni, array, struct e lambda, ed e evoluto da un semplice strumento drag-and-drop a un linguaggio completo. Supporta l esportazione su piu piattaforme tra cui Windows, macOS, Linux, Android, iOS e console. Il suo design accessibile lo rende un punto di ingresso popolare per gli sviluppatori indie."
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},
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fr: {
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name: "GML",
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description: "GameMaker Language: langage de script pour le developpement de jeux 2D dans GameMaker Studio.",
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longDescription: "GML (GameMaker Language) est le langage de script utilise dans GameMaker Studio pour creer des jeux 2D. Il combine une architecture evenementielle avec une syntaxe procedurale inspiree du C, permettant de controler sprites, objets, salles et logique de jeu via du code attache aux evenements des objets de jeu.\n\nGML prend en charge les fonctions, tableaux, structures et lambdas, et a evolue d un simple outil glisser-deposer vers un langage complet. Il cible de nombreuses plateformes d export dont Windows, macOS, Linux, Android, iOS et consoles. Sa conception accessible en fait un point d entree populaire pour les developpeurs independants."
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},
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de: {
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name: "GML",
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description: "GameMaker Language: Skriptsprache fur 2D-Spieleentwicklung in GameMaker Studio.",
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longDescription: "GML (GameMaker Language) ist die Skriptsprache von GameMaker Studio fur die Entwicklung von 2D-Spielen. Sie kombiniert eine ereignisgesteuerte Architektur mit einer prozeduralen, an C angelehnten Syntax und ermoglicht die Steuerung von Sprites, Objekten, Raumen und Spiellogik uber an Ereignisse gebundenen Code.\n\nGML unterstutzt Funktionen, Arrays, Structs und Lambdas und hat sich von einem einfachen Drag-and-Drop-Werkzeug zu einer vollwertigen Sprache entwickelt. Es exportiert auf mehrere Plattformen wie Windows, macOS, Linux, Android, iOS und Konsolen. Sein zugangliches Design macht es zum beliebten Einstiegspunkt fur Indie-Spieleentwickler."
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},
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pt: {
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name: "GML",
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description: "GameMaker Language: linguagem de script para desenvolvimento de jogos 2D no GameMaker Studio.",
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longDescription: "GML (GameMaker Language) e a linguagem de script usada no GameMaker Studio para criar jogos 2D. Combina uma arquitetura orientada a eventos com uma sintaxe procedural inspirada em C, permitindo controlar sprites, objetos, salas e logica de jogo por meio de codigo vinculado aos eventos dos objetos.\n\nGML suporta funcoes, arrays, structs e lambdas, e evoluiu de um simples complemento de arrastar e soltar para uma linguagem completa. Exporta para multiplas plataformas como Windows, macOS, Linux, Android, iOS e consoles. Seu design acessivel o torna um ponto de entrada popular para desenvolvedores de jogos independentes."
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}
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}
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};
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exports.gml = gml;
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@@ -0,0 +1,49 @@
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declare const gml: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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color: "#71B33C";
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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it: {
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name: string;
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description: string;
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longDescription: string;
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};
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fr: {
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name: string;
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description: string;
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longDescription: string;
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};
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de: {
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name: string;
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description: string;
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longDescription: string;
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};
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pt: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { gml };
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@@ -0,0 +1,49 @@
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1
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declare const gml: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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color: "#71B33C";
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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it: {
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name: string;
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description: string;
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longDescription: string;
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};
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fr: {
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name: string;
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description: string;
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longDescription: string;
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};
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de: {
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name: string;
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description: string;
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longDescription: string;
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};
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pt: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { gml };
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@@ -0,0 +1,50 @@
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1
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// src/languages/gml.ts
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2
|
+
var gml = {
|
|
3
|
+
slug: "gml",
|
|
4
|
+
publishedDate: "1999-01-01",
|
|
5
|
+
extensions: [".gml"],
|
|
6
|
+
author: "YoYo Games",
|
|
7
|
+
website: "https://gamemaker.io",
|
|
8
|
+
paradigms: ["object-oriented", "event-driven", "scripting", "procedural"],
|
|
9
|
+
tooling: {
|
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10
|
+
runtimes: ["GameMaker"],
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|
+
ecosystems: ["Game Development", "2D Games", "Indie Games"]
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12
|
+
},
|
|
13
|
+
version: "2024.13.0",
|
|
14
|
+
logo: "https://cdn.simpleicons.org/gamemaker/000000",
|
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15
|
+
color: "#71B33C",
|
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+
i18n: {
|
|
17
|
+
en: {
|
|
18
|
+
name: "GML",
|
|
19
|
+
description: "GameMaker Language: a scripting language for 2D game development in GameMaker Studio.",
|
|
20
|
+
longDescription: "GML (GameMaker Language) is the scripting language used in GameMaker Studio for creating 2D games. It combines an event-driven architecture with a procedural scripting syntax inspired by C, allowing developers to control sprites, objects, rooms, and game logic through code attached to game object events.\n\nGML supports functions, arrays, structs, and lambdas, and has evolved from a simplified drag-and-drop companion into a full-featured language. It targets multiple export platforms including Windows, macOS, Linux, Android, iOS, and consoles. Its accessible design makes it a popular entry point for independent game developers."
|
|
21
|
+
},
|
|
22
|
+
es: {
|
|
23
|
+
name: "GML",
|
|
24
|
+
description: "GameMaker Language: lenguaje de scripting para desarrollo de juegos 2D en GameMaker Studio.",
|
|
25
|
+
longDescription: "GML (GameMaker Language) es el lenguaje de scripting utilizado en GameMaker Studio para crear juegos 2D. Combina una arquitectura orientada a eventos con una sintaxis procedural inspirada en C, permitiendo controlar sprites, objetos, salas y logica de juego mediante codigo adjunto a los eventos de los objetos.\n\nGML admite funciones, arrays, structs y lambdas, y ha evolucionado de un complemento simplificado de arrastrar y soltar a un lenguaje completo. Exporta a multiples plataformas como Windows, macOS, Linux, Android, iOS y consolas. Su diseno accesible lo hace popular entre desarrolladores de juegos independientes."
|
|
26
|
+
},
|
|
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|
+
it: {
|
|
28
|
+
name: "GML",
|
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29
|
+
description: "GameMaker Language: linguaggio di scripting per lo sviluppo di giochi 2D in GameMaker Studio.",
|
|
30
|
+
longDescription: "GML (GameMaker Language) e il linguaggio di scripting utilizzato in GameMaker Studio per creare giochi 2D. Combina un architettura event-driven con una sintassi procedurale ispirata al C, consentendo di controllare sprite, oggetti, stanze e logica di gioco tramite codice allegato agli eventi degli oggetti di gioco.\n\nGML supporta funzioni, array, struct e lambda, ed e evoluto da un semplice strumento drag-and-drop a un linguaggio completo. Supporta l esportazione su piu piattaforme tra cui Windows, macOS, Linux, Android, iOS e console. Il suo design accessibile lo rende un punto di ingresso popolare per gli sviluppatori indie."
|
|
31
|
+
},
|
|
32
|
+
fr: {
|
|
33
|
+
name: "GML",
|
|
34
|
+
description: "GameMaker Language: langage de script pour le developpement de jeux 2D dans GameMaker Studio.",
|
|
35
|
+
longDescription: "GML (GameMaker Language) est le langage de script utilise dans GameMaker Studio pour creer des jeux 2D. Il combine une architecture evenementielle avec une syntaxe procedurale inspiree du C, permettant de controler sprites, objets, salles et logique de jeu via du code attache aux evenements des objets de jeu.\n\nGML prend en charge les fonctions, tableaux, structures et lambdas, et a evolue d un simple outil glisser-deposer vers un langage complet. Il cible de nombreuses plateformes d export dont Windows, macOS, Linux, Android, iOS et consoles. Sa conception accessible en fait un point d entree populaire pour les developpeurs independants."
|
|
36
|
+
},
|
|
37
|
+
de: {
|
|
38
|
+
name: "GML",
|
|
39
|
+
description: "GameMaker Language: Skriptsprache fur 2D-Spieleentwicklung in GameMaker Studio.",
|
|
40
|
+
longDescription: "GML (GameMaker Language) ist die Skriptsprache von GameMaker Studio fur die Entwicklung von 2D-Spielen. Sie kombiniert eine ereignisgesteuerte Architektur mit einer prozeduralen, an C angelehnten Syntax und ermoglicht die Steuerung von Sprites, Objekten, Raumen und Spiellogik uber an Ereignisse gebundenen Code.\n\nGML unterstutzt Funktionen, Arrays, Structs und Lambdas und hat sich von einem einfachen Drag-and-Drop-Werkzeug zu einer vollwertigen Sprache entwickelt. Es exportiert auf mehrere Plattformen wie Windows, macOS, Linux, Android, iOS und Konsolen. Sein zugangliches Design macht es zum beliebten Einstiegspunkt fur Indie-Spieleentwickler."
|
|
41
|
+
},
|
|
42
|
+
pt: {
|
|
43
|
+
name: "GML",
|
|
44
|
+
description: "GameMaker Language: linguagem de script para desenvolvimento de jogos 2D no GameMaker Studio.",
|
|
45
|
+
longDescription: "GML (GameMaker Language) e a linguagem de script usada no GameMaker Studio para criar jogos 2D. Combina uma arquitetura orientada a eventos com uma sintaxe procedural inspirada em C, permitindo controlar sprites, objetos, salas e logica de jogo por meio de codigo vinculado aos eventos dos objetos.\n\nGML suporta funcoes, arrays, structs e lambdas, e evoluiu de um simples complemento de arrastar e soltar para uma linguagem completa. Exporta para multiplas plataformas como Windows, macOS, Linux, Android, iOS e consoles. Seu design acessivel o torna um ponto de entrada popular para desenvolvedores de jogos independentes."
|
|
46
|
+
}
|
|
47
|
+
}
|
|
48
|
+
};
|
|
49
|
+
|
|
50
|
+
export { gml };
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
'use strict';
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2
|
+
|
|
3
|
+
// src/languages/ink-narrative.ts
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|
4
|
+
var inkNarrative = {
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|
5
|
+
slug: "ink-narrative",
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|
6
|
+
publishedDate: "2016-01-01",
|
|
7
|
+
extensions: [".ink"],
|
|
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|
+
author: "Inkle Studios",
|
|
9
|
+
website: "https://www.inklestudios.com/ink",
|
|
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|
+
paradigms: ["narrative", "declarative", "functional", "scripting"],
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|
+
tooling: {
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|
+
runtimes: ["Ink Runtime", "Inky"],
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13
|
+
ecosystems: ["Game Development", "Interactive Fiction", "Narrative Games"]
|
|
14
|
+
},
|
|
15
|
+
version: "1.2.0",
|
|
16
|
+
logo: "https://avatars.githubusercontent.com/u/1987090?v=4",
|
|
17
|
+
color: "#FF6666",
|
|
18
|
+
i18n: {
|
|
19
|
+
en: {
|
|
20
|
+
name: "Ink",
|
|
21
|
+
description: "A narrative scripting language for writing branching interactive fiction and story games.",
|
|
22
|
+
longDescription: "Ink is a narrative scripting language developed by Inkle Studios for writing branching interactive stories. Its plain-text syntax uses knots, stitches, choices, and diverts to build nonlinear narratives that compile to JSON and integrate with game engines such as Unity via the Inkle runtime library.\n\nThe language is designed to be written by authors and narrative designers rather than just programmers, with a readable format close to plain prose. Ink has been used to write acclaimed games such as 80 Days, Heaven's Vault, and Overboard!, and is supported by the open-source Inky editor for authoring and testing stories."
|
|
23
|
+
},
|
|
24
|
+
es: {
|
|
25
|
+
name: "Ink",
|
|
26
|
+
description: "Lenguaje de scripting narrativo para escribir ficcion interactiva y juegos de historia ramificados.",
|
|
27
|
+
longDescription: "Ink es un lenguaje de scripting narrativo desarrollado por Inkle Studios para escribir historias interactivas ramificadas. Su sintaxis de texto plano usa nudos, puntadas, elecciones y desvios para construir narrativas no lineales que se compilan a JSON y se integran con motores como Unity mediante la biblioteca de runtime de Inkle.\n\nEl lenguaje esta disenado para ser escrito por autores y disenadores narrativos, con un formato legible cercano a la prosa. Ink se ha utilizado en juegos aclamados como 80 Days, Heaven's Vault y Overboard!, y cuenta con el editor de codigo abierto Inky para crear y probar historias."
|
|
28
|
+
},
|
|
29
|
+
it: {
|
|
30
|
+
name: "Ink",
|
|
31
|
+
description: "Linguaggio di scripting narrativo per scrivere narrativa interattiva e giochi di storia ramificata.",
|
|
32
|
+
longDescription: "Ink e un linguaggio di scripting narrativo sviluppato da Inkle Studios per scrivere storie interattive ramificate. La sua sintassi in testo semplice usa nodi, cuciture, scelte e deviazioni per costruire narrazioni non lineari che si compilano in JSON e si integrano con motori come Unity tramite la libreria di runtime Inkle.\n\nIl linguaggio e progettato per essere scritto da autori e designer narrativi, con un formato leggibile vicino alla prosa. Ink e stato usato in giochi acclamati come 80 Days, Heaven's Vault e Overboard!, ed e supportato dall editor open-source Inky per la creazione e il test delle storie."
|
|
33
|
+
},
|
|
34
|
+
fr: {
|
|
35
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name: "Ink",
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description: "Langage de script narratif pour ecrire des fictions interactives et jeux a embranchements.",
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longDescription: "Ink est un langage de script narratif developpe par Inkle Studios pour ecrire des histoires interactives ramifiees. Sa syntaxe en texte brut utilise des noeuds, des points, des choix et des deviations pour construire des recits non lineaires qui se compilent en JSON et s integrent avec des moteurs comme Unity via la bibliotheque de runtime Inkle.\n\nLe langage est concu pour etre ecrit par des auteurs et des narrateurs, avec un format lisible proche de la prose. Ink a ete utilise dans des jeux acclamEs comme 80 Days, Heaven's Vault et Overboard!, et est supporte par l editeur open-source Inky pour la creation et les tests d histoires."
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},
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de: {
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name: "Ink",
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description: "Narrative Skriptsprache fur das Schreiben verzweigter interaktiver Fiktion und Story-Spiele.",
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longDescription: "Ink ist eine narrative Skriptsprache, die von Inkle Studios fur das Schreiben verzweigter interaktiver Geschichten entwickelt wurde. Die Klartextsyntax verwendet Knoten, Nahte, Entscheidungen und Weiterleitungen, um nichtlineare Erzahlungen zu konstruieren, die zu JSON kompiliert und uber die Inkle-Runtime-Bibliothek in Spiel-Engines wie Unity integriert werden.\n\nDie Sprache ist so gestaltet, dass sie von Autoren und Narrativdesignern geschrieben werden kann, mit einem lesbaren Format nahe an Prosa. Ink wurde in gefeierten Spielen wie 80 Days, Heaven's Vault und Overboard! eingesetzt und wird vom Open-Source-Editor Inky fur das Erstellen und Testen von Geschichten unterstutzt."
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},
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pt: {
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name: "Ink",
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description: "Linguagem de script narrativo para escrever ficcao interativa e jogos de historia ramificados.",
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longDescription: "Ink e uma linguagem de script narrativo desenvolvida pela Inkle Studios para escrever historias interativas ramificadas. Sua sintaxe em texto simples usa nos, pontos, escolhas e desvios para construir narrativas nao lineares que compilam para JSON e se integram com engines como Unity via biblioteca de runtime da Inkle.\n\nA linguagem foi projetada para ser escrita por autores e designers narrativos, com um formato legivel proximo a prosa. O Ink foi usado em jogos aclamados como 80 Days, Heaven's Vault e Overboard!, e e suportado pelo editor de codigo aberto Inky para criacao e teste de historias."
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}
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}
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};
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exports.inkNarrative = inkNarrative;
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@@ -0,0 +1,49 @@
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declare const inkNarrative: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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color: "#FF6666";
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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it: {
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name: string;
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description: string;
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longDescription: string;
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};
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fr: {
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name: string;
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description: string;
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longDescription: string;
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};
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de: {
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name: string;
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description: string;
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longDescription: string;
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};
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pt: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { inkNarrative };
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declare const inkNarrative: {
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slug: string;
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publishedDate: string;
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extensions: string[];
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author: string;
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website: string;
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paradigms: string[];
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tooling: {
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runtimes: string[];
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ecosystems: string[];
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};
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version: string;
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logo: string;
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color: "#FF6666";
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i18n: {
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en: {
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name: string;
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description: string;
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longDescription: string;
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};
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es: {
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name: string;
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description: string;
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longDescription: string;
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};
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it: {
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name: string;
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description: string;
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longDescription: string;
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};
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fr: {
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name: string;
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description: string;
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longDescription: string;
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};
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de: {
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name: string;
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description: string;
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longDescription: string;
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};
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pt: {
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name: string;
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description: string;
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longDescription: string;
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};
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};
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};
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export { inkNarrative };
|
|
@@ -0,0 +1,50 @@
|
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1
|
+
// src/languages/ink-narrative.ts
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2
|
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var inkNarrative = {
|
|
3
|
+
slug: "ink-narrative",
|
|
4
|
+
publishedDate: "2016-01-01",
|
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|
+
extensions: [".ink"],
|
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|
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author: "Inkle Studios",
|
|
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|
+
website: "https://www.inklestudios.com/ink",
|
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|
+
paradigms: ["narrative", "declarative", "functional", "scripting"],
|
|
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|
+
tooling: {
|
|
10
|
+
runtimes: ["Ink Runtime", "Inky"],
|
|
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|
+
ecosystems: ["Game Development", "Interactive Fiction", "Narrative Games"]
|
|
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|
+
},
|
|
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|
+
version: "1.2.0",
|
|
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|
+
logo: "https://avatars.githubusercontent.com/u/1987090?v=4",
|
|
15
|
+
color: "#FF6666",
|
|
16
|
+
i18n: {
|
|
17
|
+
en: {
|
|
18
|
+
name: "Ink",
|
|
19
|
+
description: "A narrative scripting language for writing branching interactive fiction and story games.",
|
|
20
|
+
longDescription: "Ink is a narrative scripting language developed by Inkle Studios for writing branching interactive stories. Its plain-text syntax uses knots, stitches, choices, and diverts to build nonlinear narratives that compile to JSON and integrate with game engines such as Unity via the Inkle runtime library.\n\nThe language is designed to be written by authors and narrative designers rather than just programmers, with a readable format close to plain prose. Ink has been used to write acclaimed games such as 80 Days, Heaven's Vault, and Overboard!, and is supported by the open-source Inky editor for authoring and testing stories."
|
|
21
|
+
},
|
|
22
|
+
es: {
|
|
23
|
+
name: "Ink",
|
|
24
|
+
description: "Lenguaje de scripting narrativo para escribir ficcion interactiva y juegos de historia ramificados.",
|
|
25
|
+
longDescription: "Ink es un lenguaje de scripting narrativo desarrollado por Inkle Studios para escribir historias interactivas ramificadas. Su sintaxis de texto plano usa nudos, puntadas, elecciones y desvios para construir narrativas no lineales que se compilan a JSON y se integran con motores como Unity mediante la biblioteca de runtime de Inkle.\n\nEl lenguaje esta disenado para ser escrito por autores y disenadores narrativos, con un formato legible cercano a la prosa. Ink se ha utilizado en juegos aclamados como 80 Days, Heaven's Vault y Overboard!, y cuenta con el editor de codigo abierto Inky para crear y probar historias."
|
|
26
|
+
},
|
|
27
|
+
it: {
|
|
28
|
+
name: "Ink",
|
|
29
|
+
description: "Linguaggio di scripting narrativo per scrivere narrativa interattiva e giochi di storia ramificata.",
|
|
30
|
+
longDescription: "Ink e un linguaggio di scripting narrativo sviluppato da Inkle Studios per scrivere storie interattive ramificate. La sua sintassi in testo semplice usa nodi, cuciture, scelte e deviazioni per costruire narrazioni non lineari che si compilano in JSON e si integrano con motori come Unity tramite la libreria di runtime Inkle.\n\nIl linguaggio e progettato per essere scritto da autori e designer narrativi, con un formato leggibile vicino alla prosa. Ink e stato usato in giochi acclamati come 80 Days, Heaven's Vault e Overboard!, ed e supportato dall editor open-source Inky per la creazione e il test delle storie."
|
|
31
|
+
},
|
|
32
|
+
fr: {
|
|
33
|
+
name: "Ink",
|
|
34
|
+
description: "Langage de script narratif pour ecrire des fictions interactives et jeux a embranchements.",
|
|
35
|
+
longDescription: "Ink est un langage de script narratif developpe par Inkle Studios pour ecrire des histoires interactives ramifiees. Sa syntaxe en texte brut utilise des noeuds, des points, des choix et des deviations pour construire des recits non lineaires qui se compilent en JSON et s integrent avec des moteurs comme Unity via la bibliotheque de runtime Inkle.\n\nLe langage est concu pour etre ecrit par des auteurs et des narrateurs, avec un format lisible proche de la prose. Ink a ete utilise dans des jeux acclamEs comme 80 Days, Heaven's Vault et Overboard!, et est supporte par l editeur open-source Inky pour la creation et les tests d histoires."
|
|
36
|
+
},
|
|
37
|
+
de: {
|
|
38
|
+
name: "Ink",
|
|
39
|
+
description: "Narrative Skriptsprache fur das Schreiben verzweigter interaktiver Fiktion und Story-Spiele.",
|
|
40
|
+
longDescription: "Ink ist eine narrative Skriptsprache, die von Inkle Studios fur das Schreiben verzweigter interaktiver Geschichten entwickelt wurde. Die Klartextsyntax verwendet Knoten, Nahte, Entscheidungen und Weiterleitungen, um nichtlineare Erzahlungen zu konstruieren, die zu JSON kompiliert und uber die Inkle-Runtime-Bibliothek in Spiel-Engines wie Unity integriert werden.\n\nDie Sprache ist so gestaltet, dass sie von Autoren und Narrativdesignern geschrieben werden kann, mit einem lesbaren Format nahe an Prosa. Ink wurde in gefeierten Spielen wie 80 Days, Heaven's Vault und Overboard! eingesetzt und wird vom Open-Source-Editor Inky fur das Erstellen und Testen von Geschichten unterstutzt."
|
|
41
|
+
},
|
|
42
|
+
pt: {
|
|
43
|
+
name: "Ink",
|
|
44
|
+
description: "Linguagem de script narrativo para escrever ficcao interativa e jogos de historia ramificados.",
|
|
45
|
+
longDescription: "Ink e uma linguagem de script narrativo desenvolvida pela Inkle Studios para escrever historias interativas ramificadas. Sua sintaxe em texto simples usa nos, pontos, escolhas e desvios para construir narrativas nao lineares que compilam para JSON e se integram com engines como Unity via biblioteca de runtime da Inkle.\n\nA linguagem foi projetada para ser escrita por autores e designers narrativos, com um formato legivel proximo a prosa. O Ink foi usado em jogos aclamados como 80 Days, Heaven's Vault e Overboard!, e e suportado pelo editor de codigo aberto Inky para criacao e teste de historias."
|
|
46
|
+
}
|
|
47
|
+
}
|
|
48
|
+
};
|
|
49
|
+
|
|
50
|
+
export { inkNarrative };
|