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update links for zh-TW (cleaning up <a> tags) #6065

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Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ <h2 id="Specification" name="Specification">Specifications</h2>
<h2 id="延伸閱讀">延伸閱讀</h2>

<ul>
<li><a href="/en-US/docs/Web/JavaScript/Reference/Global_Objects/String" title="/en-US/docs/Web/API/DOMString">String</a></li>
<li><a href="/en-US/docs/Web/JavaScript/Typed_arrays/String_view" title="/en-US/docs/Web/JavaScript/Typed_arrays/String_view"><code>StringView</code> – a C-like representation of strings based on typed arrays</a></li>
<li><a href="https://developer.mozilla.org/en-US/docs/Web/API/DOMString/Binary">Binary strings</a></li>
<li><a href="/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">String</a></li>
<li><a href="/en-US/docs/Web/JavaScript/Typed_arrays/String_view"><code>StringView</code> – a C-like representation of strings based on typed arrays</a></li>
<li><a href="/en-US/docs/Web/API/DOMString/Binary">Binary strings</a></li>
</ul>
52 changes: 26 additions & 26 deletions files/zh-tw/games/introduction/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@

<div>可供撰寫的遊種類......</div>

<p>現有的 Web 技術再搭配最新版瀏覽器,就能打造出絕佳的 Web 遊戲,而且我們講的可不是用 Flash® 寫的簡單卡牌遊戲,或是多人的社交遊戲而已。卻是可打趴一堆平面遊戲的 3D 動作射擊或角色扮演遊戲。多虧 <a href="/docs/JavaScript" title="/en-US/docs/JavaScript">JavaScript</a> 的即時 (Just-in-time,JIT) 技術與新 API 雙雙大幅提升其效能,你所撰寫的遊戲已可於瀏覽器 (或支援 <a href="/docs/HTML/HTML5" title="/en-US/docs/HTML/HTML5">HTML5</a> 的裝置,即如 <a href="/docs/Mozilla/Firefox_OS" title="/en-US/docs/Mozilla/Firefox_OS">Firefox OS</a>) 中執行,卻又不致犧牲任何效能。</p>
<p>現有的 Web 技術再搭配最新版瀏覽器,就能打造出絕佳的 Web 遊戲,而且我們講的可不是用 Flash® 寫的簡單卡牌遊戲,或是多人的社交遊戲而已。卻是可打趴一堆平面遊戲的 3D 動作射擊或角色扮演遊戲。多虧 <a href="/docs/JavaScript">JavaScript</a> 的即時 (Just-in-time,JIT) 技術與新 API 雙雙大幅提升其效能,你所撰寫的遊戲已可於瀏覽器 (或支援 <a href="/docs/HTML/HTML5">HTML5</a> 的裝置,即如 <a href="/docs/Mozilla/Firefox_OS">Firefox OS</a>) 中執行,卻又不致犧牲任何效能。</p>

<h2 id="HTML5_遊戲平台">HTML5 遊戲平台</h2>

Expand All @@ -30,31 +30,31 @@ <h2 id="HTML5_遊戲平台">HTML5 遊戲平台</h2>
<tbody>
<tr>
<td><strong>音效</strong></td>
<td><a href="/docs/Web_Audio_API" title="/en-US/docs/Web_Audio_API">Web Audio API</a></td>
<td><a href="/docs/Web_Audio_API">Web Audio API</a></td>
</tr>
<tr>
<td><strong>圖形</strong></td>
<td><a href="/docs/WebGL" title="/en-US/docs/WebGL">WebGL</a> (<a href="http://www.khronos.org/opengles/" title="http://www.khronos.org/opengles/">OpenGL ES</a> 2.0)</td>
<td><a href="/docs/WebGL">WebGL</a> (<a href="http://www.khronos.org/opengles/">OpenGL ES</a> 2.0)</td>
</tr>
<tr>
<td><strong>輸入</strong></td>
<td><a href="/docs/DOM/Touch_events" title="/en-US/docs/DOM/Touch_events">觸控事件</a>、<a href="/docs/API/Gamepad/Using_Gamepad_API" title="/en-US/docs/API/Gamepad/Using_Gamepad_API">Gamepad API</a>、裝置感測器、<a href="/docs/WebRTC" title="/en-US/docs/WebRTC">WebRTC</a>、<a href="/docs/DOM/Using_fullscreen_mode" title="/en-US/docs/DOM/Using_fullscreen_mode">Full Screen API</a>、<a href="/docs/WebAPI/Pointer_Lock" title="/en-US/docs/WebAPI/Pointer_Lock">Pointer Lock API</a></td>
<td><a href="/docs/DOM/Touch_events">觸控事件</a>、<a href="/docs/API/Gamepad/Using_Gamepad_API">Gamepad API</a>、裝置感測器、<a href="/docs/WebRTC">WebRTC</a>、<a href="/docs/DOM/Using_fullscreen_mode">Full Screen API</a>、<a href="/docs/WebAPI/Pointer_Lock">Pointer Lock API</a></td>
</tr>
<tr>
<td><strong>程式語言</strong></td>
<td><a href="/docs/JavaScript" title="/en-US/docs/JavaScript">JavaScript</a>(或 C/C++ 可透過<a href="https://github.com/kripken/emscripten/wiki" title="https://github.com/kripken/emscripten/wiki">Emscripten</a> 編譯為 JavaScript)</td>
<td><a href="/docs/JavaScript">JavaScript</a>(或 C/C++ 可透過<a href="https://github.com/kripken/emscripten/wiki">Emscripten</a> 編譯為 JavaScript)</td>
</tr>
<tr>
<td><strong>網路連線</strong></td>
<td><a href="/docs/WebRTC" title="/en-US/docs/WebRTC">WebRTC</a> 及/或 <a href="/docs/WebSockets" title="/en-US/docs/WebSockets">WebSockets</a></td>
<td><a href="/docs/WebRTC">WebRTC</a> 及/或 <a href="/docs/WebSockets">WebSockets</a></td>
</tr>
<tr>
<td><strong>儲存功能</strong></td>
<td><a href="/docs/IndexedDB" title="/en-US/docs/IndexedDB">IndexedDB</a> 或雲端</td>
<td><a href="/docs/IndexedDB">IndexedDB</a> 或雲端</td>
</tr>
<tr>
<td><strong>Web</strong></td>
<td><a href="/docs/HTML" title="/en-US/docs/HTML">HTML</a>、<a href="/docs/CSS" title="/en-US/docs/CSS">CSS</a>、<a href="/docs/SVG" title="/en-US/docs/SVG">SVG</a>、<a href="/docs/Social_API" title="/en-US/docs/Social_API">Social API</a>(還有更多!)</td>
<td><a href="/docs/HTML">HTML</a>、<a href="/docs/CSS">CSS</a>、<a href="/docs/SVG">SVG</a>、<a href="/docs/Social_API">Social API</a>(還有更多!)</td>
</tr>
</tbody>
</table>
Expand Down Expand Up @@ -84,35 +84,35 @@ <h2 id="遊戲開發者所應知道的_Web_技術">遊戲開發者所應知道

<div class="twocolumns">
<dl>
<dt><a href="/docs/DOM/Using_fullscreen_mode" title="/en-US/docs/DOM/Using_fullscreen_mode">Full Screen API</a></dt>
<dt><a href="/docs/DOM/Using_fullscreen_mode">Full Screen API</a></dt>
<dd>此簡易 API 可讓遊戲全螢幕運作,提供玩家絕佳的動作體驗。</dd>
<dt><a href="/docs/API/Gamepad/Using_Gamepad_API" title="/en-US/docs/API/Gamepad/Using_Gamepad_API">Gamepad API</a></dt>
<dt><a href="/docs/API/Gamepad/Using_Gamepad_API">Gamepad API</a></dt>
<dd>如果要讓遊戲搭配搖桿或其他類型的控制器,就用這個 API。</dd>
<dt><a href="/docs/HTML" title="/en-US/docs/HTML">HTML</a> 與 <a href="/docs/CSS" title="/en-US/docs/CSS">CSS</a></dt>
<dt><a href="/docs/HTML">HTML</a> 與 <a href="/docs/CSS">CSS</a></dt>
<dd>這兩種技術可用以建立遊戲的使用者介面,並設定其風格與配置方式。部分的 HTML 即為 {{HTMLElement("canvas")}} 元素,可直接建構 2D 圖形。</dd>
<dt><a href="/docs/HTML/Element/audio" title="/en-US/docs/HTML/Element/audio">HTML audio</a></dt>
<dd>{{HTMLElement("audio")}} 元素可輕鬆播放簡易音效與音樂。如果需要進一步效果,可參閱 <a href="/docs/Web_Audio_API" title="/en-US/docs/Web_Audio_API">Web Audio API</a> 達到真正的音訊處理效能!</dd>
<dt><a href="/docs/IndexedDB" title="/en-US/docs/IndexedDB">IndexedDB</a></dt>
<dt><a href="/docs/HTML/Element/audio">HTML audio</a></dt>
<dd>{{HTMLElement("audio")}} 元素可輕鬆播放簡易音效與音樂。如果需要進一步效果,可參閱 <a href="/docs/Web_Audio_API">Web Audio API</a> 達到真正的音訊處理效能!</dd>
<dt><a href="/docs/IndexedDB">IndexedDB</a></dt>
<dd>此強大的資料儲存 API,可將使用者的資料保存於電腦或其他裝置之上,亦可於本端儲存遊戲資料與其他資訊;如此可避免每次都需再下載資料一次。即使目前處於無網路連線的狀態 (例如飛機上長達數個小時的旅程...),也同樣可以玩遊戲 。</dd>
<dt><a href="/docs/JavaScript" title="/en-US/docs/JavaScript">JavaScript</a></dt>
<dd>JavaScript 就是 Web 上使用的程式語言,可於現有瀏覽器上達到絕佳速度,且目前還在不斷的提升。你可寫出遊戲的程式碼,或可透過如 <a href="https://github.com/kripken/emscripten/wiki" title="https://github.com/kripken/emscripten/wiki">Emscripten</a> 或 <a href="http://asmjs.org/spec/latest/" title="http://asmjs.org/spec/latest/">Asm.js</a> 的技術,輕鬆移植現有的遊戲。</dd>
<dt><a href="/docs/WebAPI/Pointer_Lock" title="/en-US/docs/WebAPI/Pointer_Lock">Pointer Lock API</a></dt>
<dt><a href="/docs/JavaScript">JavaScript</a></dt>
<dd>JavaScript 就是 Web 上使用的程式語言,可於現有瀏覽器上達到絕佳速度,且目前還在不斷的提升。你可寫出遊戲的程式碼,或可透過如 <a href="https://github.com/kripken/emscripten/wiki">Emscripten</a> 或 <a href="http://asmjs.org/spec/latest/">Asm.js</a> 的技術,輕鬆移植現有的遊戲。</dd>
<dt><a href="/docs/WebAPI/Pointer_Lock">Pointer Lock API</a></dt>
<dd>Pointer Lock API 可鎖定遊戲介面中的滑鼠或其他指向裝置。取代之前的絕對游標定位,現可接收座標差而得到更精確的使用者動作,並避免使用者突然在他處輸入,卻遺漏了重要動作。</dd>
<dt><a href="/docs/SVG" title="/en-US/docs/SVG">SVG</a> (Scalable Vector Graphics,<a href="/docs/SVG">可縮放向量圖形</a>)</dt>
<dt><a href="/docs/SVG">SVG</a> (Scalable Vector Graphics,<a href="/docs/SVG">可縮放向量圖形</a>)</dt>
<dd>可建構向量圖形,根據裝置畫面的解析度而順暢調整。</dd>
<dt><a href="/docs/JavaScript/Typed_arrays" title="/en-US/docs/JavaScript/Typed_arrays">Typed Array (具型別陣列)</a></dt>
<dt><a href="/docs/JavaScript/Typed_arrays">Typed Array (具型別陣列)</a></dt>
<dd>JavaScript 的具型別陣列,可讓你在 JavaScript 中存取原始的二進位資料。如此可讓你設定 GL 紋理 (Texture)、遊戲資料,或其他物件。甚至非原生 JavaScript 格式的亦可處理。</dd>
<dt><a href="/docs/Web_Audio_API" title="/en-US/docs/Web_Audio_API">Web Audio API</a></dt>
<dt><a href="/docs/Web_Audio_API">Web Audio API</a></dt>
<dd>此 API 可透過 JavaScript 程式碼控制音訊的回播、合成、操作等作業,讓你建構絕妙音效並即時播放音樂。</dd>
<dt><a href="/docs/WebGL" title="/en-US/docs/WebGL">WebGL</a></dt>
<dd>可於 Web 內容中建立高效能、硬體加速的 3D (與2D) 圖像。此為 Web 所支援的 <a href="http://www.khronos.org/opengles/" title="http://www.khronos.org/opengles/">OpenGL ES</a> 2.0 實作。</dd>
<dt><a href="/docs/WebRTC" title="/en-US/docs/WebRTC">WebRTC</a></dt>
<dt><a href="/docs/WebGL">WebGL</a></dt>
<dd>可於 Web 內容中建立高效能、硬體加速的 3D (與2D) 圖像。此為 Web 所支援的 <a href="http://www.khronos.org/opengles/">OpenGL ES</a> 2.0 實作。</dd>
<dt><a href="/docs/WebRTC">WebRTC</a></dt>
<dd>WebRTC (Real-Time Communications) API 可控制音訊與視訊資料 (包含視訊會議),並能在兩名使用者之間來回傳輸其他應用程式的資料。想讓玩家能一邊爆怪物的頭還一邊交談?就用這個 API 吧。</dd>
<dt><a href="/docs/WebSockets" title="/en-US/docs/WebSockets">WebSockets</a></dt>
<dt><a href="/docs/WebSockets">WebSockets</a></dt>
<dd>WebSocket API 可讓你的 App 或網站連上伺服器,進而即時來回傳輸資料。適用於多人遊戲、聊天服務等。</dd>
<dt><a href="/docs/DOM/Using_web_workers" title="/en-US/docs/DOM/Using_web_workers">Web Workers</a></dt>
<dt><a href="/docs/DOM/Using_web_workers">Web Workers</a></dt>
<dd>Workers 可讓你分配背景執行緒,執行本身所屬的 JavaScript 程式碼,藉以利用新的多核心處理器。</dd>
<dt><a href="/docs/DOM/XMLHttpRequest" title="/en-US/docs/DOM/XMLHttpRequest">XMLHttpRequest</a> and <a href="/docs/Web/API/File_and_Directory_Entries_API" title="/en-US/docs/DOM/File_API">File API</a></dt>
<dt><a href="/docs/DOM/XMLHttpRequest">XMLHttpRequest</a> and <a href="/docs/Web/API/File_and_Directory_Entries_API">File API</a></dt>
<dd>整合的 XMLHttpRequest 與 File API,可你從 Web 伺服器接收或傳送所需的任何資料 (別因為「XML」搞混了)。如此能順利下載新的遊戲關卡與圖片,藉以來回傳輸非即時的遊戲狀態資訊。</dd>
</dl>
</div>
Expand Down
4 changes: 2 additions & 2 deletions files/zh-tw/games/techniques/index.html
Original file line number Diff line number Diff line change
Expand Up @@ -17,9 +17,9 @@
<dl>
<dt><a href="/en-US/docs/Games/Techniques/Async_scripts">Using async scripts for asm.js</a></dt>
<dd>Especially when creating medium to large-sized games, async scripts are an essential technique to take advantage of, so that your game's JavaScript can be compiled off the main thread and be cached for future game running, resulting in a significant performance improvement for your users. This article explains how.</dd>
<dt><a href="/en-US/docs/Apps/Developing/Optimizing_startup_performance" title="/en-US/docs/Apps/Developing/Optimizing_startup_performance">Optimizing startup performance</a></dt>
<dt><a href="/en-US/docs/Apps/Developing/Optimizing_startup_performance">Optimizing startup performance</a></dt>
<dd>How to make sure your game starts up quickly, smoothly, and without appearing to lock up the user's browser or device.</dd>
<dt><a href="/en-US/docs/Games/WebRTC_data_channels" title="/en-US/docs/Games/WebRTC_data_channels">Using WebRTC peer-to-peer data channels</a></dt>
<dt><a href="/en-US/docs/Games/WebRTC_data_channels">Using WebRTC peer-to-peer data channels</a></dt>
<dd>In addition to providing support for audio and video communication, WebRTC lets you set up peer-to-peer data channels to exchange text or binary data actively between your players. This article explains what this can do for you, and shows how to use libraries that make this easy.</dd>
<dt><a href="/en-US/docs/Games/Techniques/Efficient_animation_for_web_games">Efficient animation for web games</a></dt>
<dd>This article covers techniques and advice for creating efficient animation for web games, with a slant towards supporting lower end devices such as mobile phones. We touch on CSS transitions and CSS animations, and JavaScript loops involving {{ domxref("window.requestAnimationFrame") }}.</dd>
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -8,10 +8,10 @@
<p>{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Paddle_and_keyboard_controls")}}</p>

<div>
<p>這是 <a href="https://developer.mozilla.org/en-US/docs/Games/Workflows/Breakout_game_from_scratch">Gamedev Canvas tutorial</a>中的第三步 你可以在以下的連結中查看原始碼<a href="https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson03.html">Gamedev-Canvas-workshop/lesson3.html</a>.</p>
<p>這是 <a href="/en-US/docs/Games/Workflows/Breakout_game_from_scratch">Gamedev Canvas tutorial</a>中的第三步 你可以在以下的連結中查看原始碼<a href="https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson03.html">Gamedev-Canvas-workshop/lesson3.html</a>.</p>
</div>

<p>很好我們現在可以讓球移動了, 但目前他會在移動到邊緣後消失, 這使我們少了點樂趣! 為了解決這個問題我們稍後會加入一些碰撞處理 ( <a href="https://developer.mozilla.org/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Collision_detection">later</a> ) 使球可以再碰到邊緣時反彈.</p>
<p>很好我們現在可以讓球移動了, 但目前他會在移動到邊緣後消失, 這使我們少了點樂趣! 為了解決這個問題我們稍後會加入一些碰撞處理 ( <a href="/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Collision_detection">later</a> ) 使球可以再碰到邊緣時反彈.</p>

<h2 id="簡單的碰撞偵測">簡單的碰撞偵測</h2>

Expand Down Expand Up @@ -93,6 +93,6 @@ <h2 id="比較你的程式碼">比較你的程式碼</h2>

<h2 id="下一步">下一步</h2>

<p>我們現在已經進入了舞台,我們的球是移動和停留在遊戲板上。 在第四章中,我們將討論實現一個可控制的球拍 - 參見 <a href="https://developer.mozilla.org/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Paddle_and_keyboard_controls">Paddle and keyboard controls</a>.</p>
<p>我們現在已經進入了舞台,我們的球是移動和停留在遊戲板上。 在第四章中,我們將討論實現一個可控制的球拍 - 參見 <a href="/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Paddle_and_keyboard_controls">Paddle and keyboard controls</a>.</p>

<p>{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Paddle_and_keyboard_controls")}}</p>
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@
<p>{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball")}}</p>

<div>
<p>這是<a href="https://developer.mozilla.org/en-US/docs/Games/Workflows/Breakout_game_from_scratch">Gamedev Canvas tutorial</a>十個步驟的第一步。你可以這份教學的原始碼,當你完成這份教學你的程式碼應該跟<a href="https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson01.html">Gamedev-Canvas-workshop/lesson1.html</a>差不多。</p>
<p>這是<a href="/en-US/docs/Games/Workflows/Breakout_game_from_scratch">Gamedev Canvas tutorial</a>十個步驟的第一步。你可以這份教學的原始碼,當你完成這份教學你的程式碼應該跟<a href="https://github.com/end3r/Gamedev-Canvas-workshop/blob/gh-pages/lesson01.html">Gamedev-Canvas-workshop/lesson1.html</a>差不多。</p>
</div>

<p>在開始撰寫遊戲功能之前,我們先建構在遊戲中負責渲染的基礎結構。渲染可透過HTML的{{htmlelement("canvas")}} 元件完成。</p>
Expand Down Expand Up @@ -111,6 +111,6 @@ <h2 id="比較你的程式碼">比較你的程式碼</h2>

<h2 id="下一步">下一步</h2>

<p>現在我們已經設定基本的HTML並且學了一些canvas知識 ,讓我們接著下去第二章實做<a href="https://developer.mozilla.org/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball">如何在遊戲中移動球</a><a href="https://developer.mozilla.org/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball">。</a></p>
<p>現在我們已經設定基本的HTML並且學了一些canvas知識 ,讓我們接著下去第二章實做<a href="/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball">如何在遊戲中移動球</a><a href="/en-US/docs/Games/Workflows/Breakout_game_from_scratch/Move_the_ball">。</a></p>

<p>{{PreviousNext("Games/Workflows/2D_Breakout_game_pure_JavaScript", "Games/Workflows/2D_Breakout_game_pure_JavaScript/Move_the_ball")}}</p>
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