@webwriter/block-based-code
Version:
Write block-based code (e.g. Scratch) and run it.
99 lines (97 loc) • 2.65 kB
text/typescript
import { Dictionary } from "../types";
// eslint-disable-next-line import/no-default-export
export const dictionary: Dictionary = {
START: "Start Execution",
RESTART: "Restart Execution",
STOP: "Stop Execution",
FULLSCREEN: "Enter Fullscreen",
FULLSCREEN_EXIT: "Leave Fullscreen",
HELP: "Help",
ERROR: "An error occurred!",
EXECUTION_OPTIONS: "Execution Options",
RESET_STAGE: "Reset Stage",
SHORTCUTS: "Shortcuts",
ZOOM: {
IN: "Zoom In",
OUT: "Zoom Out",
RESET: "Reset Zoom",
},
OPTIONS: {
READONLY: "Readonly",
READONLY_TOOLTIP: "Choose whether the blocks can be edited",
STAGE: "Stage",
STAGE_TOOLTIP: "Choose the type of stage",
STAGE_TYPES: {
CODE: "Code",
CANVAS: "Canvas",
},
AVAILABLE_BLOCKS: "Available Blocks",
AVAILABLE_BLOCKS_TOOLTIP: "Choose the blocks that are available in the toolbox",
},
CONTROLS: {
DUPLICATE_BLOCK: "Duplicate",
CROSS_TAB_COPY: "Copy",
CROSS_TAB_PASTE: "Paste",
DELETE: "Delete",
},
BLOCKS: {
// Events
WHEN_START_CLICKED: "when %1 clicked",
WHEN_SPRITE_CLICKED: "when this sprite clicked",
WHEN_KEY_PRESSED: "when %1 key pressed",
KEY_ANY: "any",
KEY_SPACE: "space",
KEY_ARROW_UP: "up arrow",
KEY_ARROW_DOWN: "down arrow",
KEY_ARROW_LEFT: "left arrow",
KEY_ARROW_RIGHT: "right arrow",
// Controls
WAIT: "wait %1 seconds",
REPEAT: "repeat %1",
FOREVER: "forever",
IF: "if %1, then",
ELSE: "else",
STOP: "stop",
// Operators
RANDOM: "pick random %1 to %2",
AND: "%1 and %2",
OR: "%1 or %2",
NOT: "not %1",
JOIN: "join %1 %2",
ABSOLUTE: "absolute of %1",
// Looks
SAY: "say %1",
SAY_FOR_SECONDS: "say %1 for %2 seconds",
SET_COLOR: "set color effect to %1",
SET_BACKGROUND_COLOR: "set background color to %1",
// Motions
MOVE: "move %1 steps",
ROTATE: "rotate by %1 degrees",
SET_ROTATION: "set rotation to %1 degrees",
SET_X: "set x to %1",
SET_Y: "set y to %1",
SET_XY: "set x to %1 and y to %2",
GET_X: "x-position",
GET_Y: "y-position",
// Sensing
TIMER: "timer",
RESET_TIMER: "reset timer",
// Sounds
PLAY_SOUND: "play sound %1",
PLAY_SOUND_UNTIL_DONE: "play sound %1 until done",
STOP_ALL_SOUNDS: "stop all sounds",
SOUND_POP: "pop",
SOUND_FAILURE: "failure",
SOUND_SUCCESS: "success",
},
CATEGORY: {
CONTROLS: "Controls",
EVENTS: "Events",
OPERATORS: "Operators",
LOOKS: "Looks",
MOTIONS: "Motions",
VARIABLES: "Variables",
SENSING: "Sensing",
SOUNDS: "Sounds",
},
};