Commit d15a764e authored by Bruno Coudoin's avatar Bruno Coudoin

- Review of English strings by Clytie Siddall

	- Improved the submarine icon based on a Nicu icon from openclipart.org
	- Fixed Tux_mute.png, it was commited without -kb option and was obviously corrupted.
parent 29851575
2006-01-23 Bruno coudoin <bruno.coudoin@free.fr>
- Review of English strings by Clytie Siddall
- Improved the submarine icon based on a Nicu icon from openclipart.org
- Fixed Tux_mute.png, it was commited without -kb option and was obviously corrupted.
* INSTALL:
* boards/administration.xml.in:
* boards/awele.xml.in:
* boards/babymatch.xml.in:
* boards/babyshapes.xml.in:
* boards/boardicons/submarine.png:
* boards/chronos/board3_0.xml.in:
* boards/connect4.xml.in:
* boards/crane.xml.in:
* boards/electric.xml.in:
* boards/gcompris/misc/Tux_mute.png:
* boards/geography/board2_0.xml.in:
* boards/geography/board4_0.xml.in:
* boards/gnumch-equality.xml.in:
* boards/gnumch-factors.xml.in:
* boards/gnumch-inequality.xml.in:
* boards/gnumch-multiples.xml.in:
* boards/gnumch-primes.xml.in:
* boards/guessnumber.xml.in:
* boards/hanoi.xml.in:
* boards/hanoi_real.xml.in:
* boards/login.xml.in:
* boards/mazeMenu.xml.in:
* boards/memory_sound_tux.xml.in:
* boards/memory_tux.xml.in:
* boards/menu.xml.in:
* boards/readingh.xml.in:
* boards/redraw_symmetrical.xml.in:
* boards/reversecount.xml.in:
* boards/smallnumbers.xml.in:
* boards/smallnumbers2.xml.in:
* boards/submarine/submarine-broken.png:
* boards/submarine/submarine.png:
* boards/submarine/whale_hit.png:
* boards/tangram.xml.in:
* gcompris.spec.in:
* po/POTFILES.in:
* src/boards/hanoi_real.c: (hanoi_create_item):
* src/boards/paratrooper.c:
* src/boards/python/admin/user_edit.py:
* src/boards/python/admin/user_list.py:
* src/boards/python/gnumch.py:
* src/boards/python/tuxpaint.py:
* src/gcompris/gcompris.c: (gcompris_init):
* src/gcompris/gcompris_db.c: (gcompris_db_init):
2006-01-19 Bruno coudoin <bruno.coudoin@free.fr>
Improved board english description.
......
......@@ -54,6 +54,7 @@ urpmi texinfo
urpmi texi2html
urpmi tetex
urpmi gnuchess
urpmi gnucap
urpmi libSDL_mixer1.2-devel
urpmi libtool
urpmi libsqlite3_0 libsqlite3_0-devel
......
......@@ -10,10 +10,9 @@
<_title>GCompris Administration Menu</_title>
<_description>Left-Click with the mouse to select an activity</_description>
<_prerequisite></_prerequisite>
<_goal>If you want to fine tune GCompris to your needs, you can use the administration module here. The ultimate goal is to provide child-specific reporting for parents and teacher who want to monitor the progress, strengths and weakenesses of their children.</_goal>
<_manual>- In the 'Boards' section you can change the list of activities. Just untoggle them in the treeview. You can change the language used for reading, for example, then language used for saying the name of colors.
- You can save multiple configurations, and switch easily. In the 'Profile' section add a profile, then in the 'Board' section select the profile in the combobox, then select the boards you want to be active. You can add lot of
profiles, with different lists of boards, and different languages. You set the default profile in the 'Profile' section, by choosing the profile you want, then clicking on the 'Default' button. You can also choose a profile from the command line.
- You can add users, classes and for each class, you can create groups of users. Note that you can import users from a comma-separated file. Assign one or more groups to a profile, after which those new logins will appear after restarting GCompris. Being able to identify individual children in GCompris means we can provide individual reports. It also recognizes the children as individuals; they can learn to type in, and recognize their own usernames (login is configurable).</_manual>
<_goal>If you want to fine tune GCompris to your needs, you can use the administration module here. The ultimate goal is to provide child-specific reporting for parents and teacher who want to monitor the progress, strengths and needs of their children.</_goal>
<_manual xml:space="preserve">- In the 'Boards' section you can change the list of activities. Just untoggle them in the treeview. You can change the language used for reading, for example, then the language used for saying the names of colors.
- You can save multiple configurations, and switch between them easily. In the 'Profile' section add a profile, then in the 'Board' section select the profile in the combobox, then select the boards you want to be active. You can add multiple profiles, with different lists of boards, and different languages. You set the default profile in the 'Profile' section, by choosing the profile you want, then clicking on the 'Default' button. You can also choose a profile from the command line.
- You can add users, classes and for each class, you can create groups of users. Note that you can import users from a comma-separated file. Assign one or more groups to a profile, after which those new logins will appear after restarting GCompris. Being able to identify individual children in GCompris means we can provide individual reports. It also recognizes the children as individuals; they can learn to type in and recognize their own usernames (login is configurable).</_manual>
</Board>
</GCompris>
......@@ -11,15 +11,8 @@
<_title>Oware</_title>
<_description>Play the Oware strategy game against Tux</_description>
<_prerequisite></_prerequisite>
<_goal>The object of the game is to capture more seeds than one's opponent. Since the game has only 48 seeds, capturing 25 is sufficient to accomplish this. Since there are an even number of seeds, it is possible for the game to end in a draw, where each player has captured 24.
The game is over when one player has captured 25 or more stones, or both players have taken 24 stones each (draw). If both players agree that the game has been reduced to an endless cycle, each player captures the stones on their side of the board.
</_goal>
<_manual>At the beginning of the game four seeds are placed in each house.
Players take turns moving the seeds. On a turn, a player chooses one of the six houses under their control. The player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from this house, in a process called sowing. Seeds are not distributed into the end scoring houses, nor into the house drawn from. That is, the starting house is left empty; if it contained 12 seeds, it is skipped, and the twelfth seed is placed in the next house.
After a turn, if the last seed was placed into an opponent's house that brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). If the previous-to-last seed also brought an opponent's house to two or three, these are captured as well, and so on. However, if a move would capture all an opponent's seeds, the capture is forfeited, and the seeds are instead left on the board, since this would prevent the opponent from continuing the game.
The proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in his/her own territory, ending the game.
(Source Wikipedia &lt;http://en.wikipedia.org/wiki/Oware&gt;)
</_manual>
<_goal>The object of the game is to capture more seeds than one's opponent. Since the game has only 48 seeds, capturing 25 is sufficient to accomplish this. Since there are an even number of seeds, it is possible for the game to end in a draw, where each player has captured 24. The game is over when one player has captured 25 or more stones, or both players have taken 24 stones each (draw). If both players agree that the game has been reduced to an endless cycle, each player captures the stones on their side of the board.</_goal>
<_manual>At the beginning of the game four seeds are placed in each house. Players take turns moving the seeds. In each turn, a player chooses one of the six houses under his or her control. The player removes all seeds from this house, and distributes them, dropping one in each house counter-clockwise from the original house, in a process called sowing. Seeds are not distributed into the end scoring houses, nor into the house drawn from. That is, the starting house is left empty; if it contained 12 seeds, it is skipped, and the twelfth seed is placed in the next house. After a turn, if the last seed was placed into an opponent's house and brought its total to two or three, all the seeds in that house are captured and placed in the player's scoring house (or set aside if the board has no scoring houses). If the previous-to-last seed also brought the total seeds in an opponent's house to two or three, these are captured as well, and so on. However, if a move would capture all an opponent's seeds, the capture is forfeited, and the seeds are instead left on the board, since this would prevent the opponent from continuing the game. The proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in his/her own territory, ending the game. (Source Wikipedia &lt;http://en.wikipedia.org/wiki/Oware&gt;)</_manual>
</Board>
</GCompris>
......@@ -12,6 +12,6 @@
<_description>Drag and Drop the items to make them match</_description>
<_goal>Motor coordination. Conceptual matching.</_goal>
<_prerequisite>Mouse manipulation: movement, drag and drop. Cultural references.</_prerequisite>
<_manual>In the main board area, a set of objects are displayed. In the vertical box (at the left of the main board) another set of objects are shown, each one matching exactly one object in the main board area. This game challenges you to fine logical link between these objects. How do they fit together? Drag each object to the correct red space in the main area.</_manual>
<_manual>In the main board area, a set of objects is displayed. In the vertical box (at the left of the main board) another set of objects is shown, each object in the group on the left matching exactly one object in the main board area. This game challenges you to find the logical link between these objects. How do they fit together? Drag each object to the correct red space in the main area.</_manual>
</Board>
</GCompris>
......@@ -9,7 +9,7 @@
author="Bruno Coudoin (bruno.coudoin@free.fr) / Andre Connes (andre.connes@toulouse.iufm.fr)"
boarddir="babyshapes">
<_title>Complete the puzzle</_title>
<_description>Drag and Drop the shapes on their respective target</_description>
<_description>Drag and Drop the shapes on their respective targets</_description>
<_prerequisite>Good mouse-control</_prerequisite>
<_credit>The dog is provided by Andre Connes and released under the GPL
</_credit>
......
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boards/boardicons/submarine.png
  • 2-up
  • Swipe
  • Onion skin
......@@ -6,7 +6,7 @@
</Title>
<Title x="360" y="400" justification="GTK_JUSTIFY_CENTER">
<_name xml:space="preserve">Place each image in the order and
on the date it has been invented.
on the date it was invented.
If not sure, research online at wikipedia:
&lt;http://www.wikipedia.org&gt;</_name>
</Title>
......
......@@ -12,7 +12,7 @@
<_prerequisite>Mouse-manipulation</_prerequisite>
<_goal xml:space="preserve">Create a line of 4 pieces either horizontally (lying down)
or vertically (standing up)</_goal>
<_manual>Click anywhere in the line in which you want to drop a piece</_manual>
<_manual>Click anywhere in the line where you want to drop a piece</_manual>
<_credit>Laurent Lacheny. Images and Artificial Intelligence taken from project 4stattack by Jeroen Vloothuis. The original project can be found on &lt;http://forcedattack.sourceforge.net&gt;</_credit>
</Board>
</GCompris>
......@@ -13,7 +13,7 @@
<_description>Drive the crane and copy the model</_description>
<_prerequisite>Mouse manipulation</_prerequisite>
<_goal>Motor-coordination</_goal>
<_manual>Move the items in the bottom left frame to have them positioned as in the top right model. On the crane itself, you will find 4 arrows that let you move items. To select the item to move, just click on it.</_manual>
<_manual>Move the items in the bottom left frame to copy their position in the top right model. Below the crane itself, you will find four arrows that let you move items. To select the item to move, just click on it.</_manual>
<_credit></_credit>
</Board>
</GCompris>
......@@ -10,14 +10,10 @@
boarddir="">
<_title>Electricity</_title>
<_description>Create and simulate an electric schema</_description>
<_prerequisite>Need some basic understanding on the electricity concept.</_prerequisite>
<_prerequisite>Requires some basic understanding of the concept of electricity.</_prerequisite>
<_goal>Freely create an electric schema with a real time simulation of it.</_goal>
<_credit>GCompris uses the Gnucap electric simulator as a backend. You can get more information on gnucap on the site &lt;http://geda.seul.org/tools/gnucap/&gt;.</_credit>
<_manual>Drag electrical component from the selector and drop them on the working area. Create wires by clicking on a connection spot and dropping on another one. You can move components by dragging them. You can delete wires by clicking on them. To delete a component, select the deletion tool on the top of the component selector.
You can click on the switch to open and close it.
You can change the rheostat value by dragging it's wiper.
In order to simulate what happens when a bulb is blown, you can blown it by right clicking on it.
The simulation is updated in real time on any user action.</_manual>
<_credit>GCompris uses the Gnucap electric simulator as a backend. You can get more information on gnucap at &lt;http://geda.seul.org/tools/gnucap/&gt;.</_credit>
<_manual>Drag electrical components from the selector and drop them in the working area. Create wires by clicking on a connection spot, dragging the mouse to the next connection spot, and letting go. You can also move components by dragging them. You can delete wires by clicking on them. To delete a component, select the deletion tool on top of the component selector. You can click on the switch to open and close it. You can change the rheostat value by dragging its wiper. In order to simulate what happens when a bulb is blown, you can blown it by right-clicking on it. The simulation is updated in real time by any user action.</_manual>
</Board>
<Data directory=""/>
</GCompris>
boards/gcompris/misc/Tux_mute.png

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  • 2-up
  • Swipe
  • Onion skin
......@@ -14,7 +14,7 @@
<_tooltip>Cuba</_tooltip>
</Shape>
<Shape name="D" pixmapfile="geography/northamerica/dominican_republic.png" x="700" y="429" zoomx="1" zoomy="1" position="0" sound="geography/dominican_republic">
<_tooltip>Dominican republic</_tooltip>
<_tooltip>Dominican Republic</_tooltip>
</Shape>
<Shape name="E" pixmapfile="geography/northamerica/greenland.png" x="442" y="79" zoomx="1" zoomy="1" position="0" sound="geography/greenland">
<_tooltip>Greenland</_tooltip>
......
......@@ -86,7 +86,7 @@
</Shape>
<Shape name="U" pixmapfile="geography/africa/moroco.png" sound="africa/moroco" x="212" y="101" position="0">
<_tooltip>Moroco</_tooltip>
<_tooltip>Morocco</_tooltip>
</Shape>
<Shape name="V" pixmapfile="geography/africa/nigeria.png" sound="africa/nigeria" x="341" y="344" position="0">
......
......@@ -12,7 +12,7 @@
<_title>Equality Number Munchers</_title>
<_description>Guide the Number Muncher to the expressions that equal the number at the top of the screen.</_description>
<_prerequisite></_prerequisite>
<_goal>Practice addition, multiplication, division and substraction.</_goal>
<_goal>Practice addition, multiplication, division and subtraction.</_goal>
<_manual>Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
</Board>
</GCompris>
......@@ -13,8 +13,7 @@
<_description>Guide the Number Muncher to all the factors of the number at the top of the screen.</_description>
<_prerequisite></_prerequisite>
<_goal>Learn about factors and multiples.</_goal>
<_manual>The factors of a number are all the numbers that divide that number evenly. For example, the factors of 6 are 1, 2, 3 and 6. 4 is not a factor of 6 because 6 cannot be divided into 4 equal pieces. If one number is a multiple of a second number, then the second number is a factor of the first number.
Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
<_manual>The factors of a number are all the numbers that divide that number evenly. For example, the factors of 6 are 1, 2, 3 and 6. 4 is not a factor of 6 because 6 cannot be divided into 4 equal pieces. If one number is a multiple of a second number, then the second number is a factor of the first number. You can think of multiples as families, and factors are the people in those families. So 1, 2, 3 and 6 all fit into the 6 family, but 4 belongs to another family.
Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
</Board>
</GCompris>
......@@ -11,7 +11,7 @@
mode="inequality">
<_title>Inequality Number Munchers</_title>
<_description>Guide the Number Muncher to the all the expressions that do not equal the number at the top of the screen.</_description> <_prerequisite></_prerequisite>
<_goal>Practice addition, substraction, multiplication and division.</_goal>
<_goal>Practice addition, subtraction, multiplication and division.</_goal>
<_manual>Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
</Board>
</GCompris>
......@@ -13,8 +13,6 @@
<_description>Guide the Number Muncher to all the multiples of the number at the top of the screen.</_description>
<_prerequisite></_prerequisite>
<_goal>Learn about multiples and factors.</_goal>
<_manual>The multiples of a number are all the numbers that are equal to the original number times another number. For example, 24, 36, 48 and 60 are all multiples of 12. 25 is not a multiple of 12 because there isn't any number that can be multiplied by 12 to get 25. If one number is a factor of a second number, then the second number is a multiple of the first number.
Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
<_manual>The multiples of a number are all the numbers that are equal to the original number times another number. For example, 24, 36, 48 and 60 are all multiples of 12. 25 is not a multiple of 12 because there isn't any number that can be multiplied by 12 to get 25. If one number is a factor of a second number, then the second number is a multiple of the first number. Again, you can think of multiples as families, and factors are the people who belong to those families. The factor 5, has parents 10, grandparents 15, great-grandparents 20, great-great-grandparents 25, and every extra step of 5 is another great- in front! But the number 5 does not belong in the 8 or 23 families. You can't fit any number of 5s into 8 or 23 with nothing left over. So '8 isn't a multiple of 5, nor is 23. Only 5, 10, 15, 20, 25 ... are multiples (or families or steps) of 5. Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
</Board>
</GCompris>
......@@ -13,8 +13,6 @@
<_description>Guide the Number Muncher to all the prime numbers.</_description>
<_prerequisite></_prerequisite>
<_goal>Learn about prime numbers</_goal>
<_manual>Prime numbers are numbers that are only divisible by themselves and 1. For example, 3 is a prime number, but 4 isn't (because 4 is divisible by 2).
Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
<_manual>Prime numbers are numbers that are only divisible by themselves and 1. For example, 3 is a prime number, but 4 isn't (because 4 is divisible by 2). You can think of prime numbers as very small families: they only ever have two people in them! Only themselves and 1. You can't fit any other numbers into them with nothing left over. 5 is one of these lonely numbers (only 5 × 1 = 5), but you can see that 6 has 2 and 3 in its family as well (6 × 1 = 6, 2 × 3 = 6). So 6 is not a prime number. Use the arrow keys to navigate around the board and to avoid the Troggles. Press the spacebar to eat a number.</_manual>
</Board>
</GCompris>
......@@ -9,10 +9,10 @@
author="Clement Coudoin (clement.coudoin@free.fr)"
boarddir="">
<_title>Guess a number</_title>
<_description>Help Tux escape the cave. Tux hides a number that you must discover.</_description>
<_description>Help Tux escape the cave. Tux hides a number for you to find.</_description>
<_prerequisite>Numbers from 1 to 1000 for the last level.</_prerequisite>
<_goal></_goal>
<_manual>Read the instructions that give you the range of the number to find. Enter a number in the top right blue entry box. Tux tell you if your number is higher or lower. Then enter another number. The distance between Tux and the escape area on the right represents how far you are from the right number. If Tux is above or under the escape area, it means your number is higher or under the right number.</_manual>
<_manual>Read the instructions that give you the range of the number to find. Enter a number in the top right blue entry box. Tux will tell you if your number is higher or lower. Then enter another number. The distance between Tux and the escape area on the right represents how far you are from the correct number. If Tux is over or under the escape area, it means your number is over or under the correct number.</_manual>
<_credit></_credit>
</Board>
<Data directory=""/>
......
......@@ -12,9 +12,7 @@
<_description>Reproduce the given tower</_description>
<_prerequisite>Mouse-manipulation</_prerequisite>
<_goal>Reproduce the tower on the right in the empty space on the left</_goal>
<_manual>Drag and Drop the top pieces only from one peg to another, to
reproduce the tower on the right in the empty space on the left.
</_manual>
<_manual>Drag and Drop one top piece at a time, from one peg to another, to reproduce the tower on the right in the empty space on the left.</_manual>
<_credit>Concept taken from EPI games.
</_credit>
</Board>
......
......@@ -12,11 +12,9 @@
<_description>Reproduce the tower on the right side</_description>
<_prerequisite>Mouse manipulation</_prerequisite>
<_goal>The object of the game is to move the entire stack to another peg, obeying the following rules:
* only one disc may be moved at a time
* no disc may be placed atop a smaller disc</_goal>
<_manual>Drag and Drop the top pieces only from one peg to another, to
reproduce the tower on the right in the empty space on the left.
</_manual>
* only one disc may be moved at a time
* no disc may be placed atop a smaller disc</_goal>
<_manual>Drag and Drop the top pieces only from one peg to another, to reproduce the tower on the right in the empty space on the left.</_manual>
<_credit>The puzzle was invented by the French mathematician Edouard Lucas in 1883. There is a legend about a Hindu temple whose priests were constantly engaged in moving a set of 64 discs according to the rules of the Tower of Hanoi puzzle. According to the legend, the world would end when the priests finished their work. The puzzle is therefore also known as the Tower of Brahma puzzle. It is not clear whether Lucas invented this legend or was inspired by it. (source Wikipedia &lt;http://en.wikipedia.org/wiki/Tower_of_hanoi&gt;)
</_credit>
</Board>
......
......@@ -7,15 +7,15 @@
icon=""
author="">
<_title>GCompris login screen</_title>
<_description>Select or enter your name to log in GCompris</_description>
<_description>Select or enter your name to log in to GCompris</_description>
<_prerequisite></_prerequisite>
<_goal>GCompris identifies each child, so we can provide child-specific reports.</_goal>
<_manual xml:space="preserve">In order to activate the login screen, you must
first add users in the administration part of GCompris.
You access the administration part by running 'gcompris -a'.
In the administration, you can create different profiles. In each profiles
You access Administration by running 'gcompris -a'.
In Administration, you can create different profiles. In each profile,
you can have a different set of users and select which activities are available to them.
To run GCompris in a specific profile, you can run 'gcompris -p profile' where 'profile'
is the name of a profile as you created it in the administration.</_manual>
To run GCompris for a specific profile, you use 'gcompris -p profile' where 'profile'
is the name of a profile as you created it in Administration.</_manual>
</Board>
</GCompris>
......@@ -7,6 +7,6 @@
icon="boardicons/maze3D.png"
author="">
<_title>Go to Maze activities</_title>
<_description>Find your way out different type of mazes</_description>
<_description>Find your way out of different types of mazes</_description>
</Board>
</GCompris>
......@@ -10,7 +10,7 @@
author="Yves Combe (yves@ycombe.net)"
boarddir="">
<_title>Audio memory game against Tux</_title>
<_description>Play the audio memory against Tux</_description>
<_description>Play the audio memory game against Tux</_description>
<_prerequisite>Mouse manipulation, Brain.</_prerequisite>
<_goal>Train your audio memory and remove all the violonists Tux.</_goal>
<_manual>A set of violinist Tux is shown. Each Tux has an associated sound, and each sound has a twin exactly the same. Click on a Tux to see its hidden sound, and try to match the twins. You can only activate two Tux at once, so you need to remember where a sound is, while you listen to its twin. When you turn over the twins, they both disappear.</_manual>
......
......@@ -10,10 +10,10 @@
author="Yves Combe (yves@ycombe.net)"
boarddir="">
<_title>Memory Game with images, against Tux</_title>
<_description>Play to memory against Tux.</_description>
<_description>Have a memory competition with Tux.</_description>
<_prerequisite>Mouse manipulation, Brain.</_prerequisite>
<_goal>Train your memory and remove all the cards</_goal>
<_manual>A set of blank cards is shown. Each pair is associated by the same picture in their hidden faces. Click on a card to can uncover it and see its hidden picture. However, you can only see two hidden pictures at once. You have to remember the position of the pictures to associate them. To remove a pair of cards, uncover both of them. You play alternatively with Tux, and must take more pairs of cards than him.</_manual>
<_manual>You can see a set of cards that all look the same. Each card has a picture on the other side, and each picture has a twin somewhere in the set. You can only turn over two cards at once, so you need to remember where the pictures are until you can find the twin. When you turn over twins, they disappear! You take turns with Tux, and to win the game, you have to find more pairs of twins than he does.</_manual>
</Board>
<Data directory=""/>
</GCompris>
......@@ -8,7 +8,7 @@
author="">
<_title>GCompris Main Menu</_title>
<_description>Left-click the mouse on an activity to select it.</_description>
<_prerequisite>GCompris is a collection of educational games that provides for children from 2 years old with different activities.</_prerequisite>
<_prerequisite>GCompris is a collection of educational games that provides different activities for children aged 2 and up.</_prerequisite>
<_goal>The goal of gcompris is to provide a free alternative to popular proprietary edutainment software</_goal>
<_manual xml:space="preserve">A simple click on an icon brings you to an activity or a menu of activities.
At the bottom of the screen is the gcompris control bar.
......@@ -20,9 +20,9 @@ The following icons are displayed from right to left.
Music note - Repeat the question
Question Mark - Help
Tool - The configuration menu
Tux Plane - About game
The stars, show suitable age groups for each game:
1, 2 or 3 simple stars - 2 to 6 years old
1, 2 or 3 complex stars - From 7 years old</_manual>
Tux Plane - About GCompris
The stars show suitable age groups for each game:
1, 2 or 3 simple stars - from 2 to 6 years old
1, 2 or 3 complex stars - 7 years and up</_manual>
</Board>
</GCompris>
......@@ -11,7 +11,7 @@
boarddir="fishes">
<_title>Horizontal reading practice</_title>
<_description>Read a list of words and work out if a given word is in it</_description>
<_goal>Read training in a limited time</_goal>
<_goal>Reading training in a limited time</_goal>
<_prerequisite>Reading</_prerequisite>
<_manual>A word is shown at the top right of the board. A list of words will appear and disappear on the left. Does the given word belong to the list?</_manual>
</Board>
......
......@@ -14,6 +14,6 @@
<_prerequisite></_prerequisite>
<_goal>Copy the mirror image of an object from the box
on the right into the box on the left.</_goal>
<_manual>First, select the proper tool from the toolbar. Then drag the mouse to create objects. When you are done, click on the OK button. Errors will be marked with a little red cross. The order of objects (above/under) is not important but be careful not to end up with unwanted objects under others.</_manual>
<_manual>First, select the proper tool from the toolbar. Then drag the mouse to create objects. When you are done, click on the OK button. A little red cross will show you where something isn't right yet. The order of objects (above/under) is not important but be careful not to end up with unwanted objects under others.</_manual>
</Board>
</GCompris>
......@@ -11,11 +11,8 @@
boarddir="reversecount">
<_title>Practice subtraction with a fun game</_title>
<_description>Tux is hungry. Help him find fish by counting to the correct ice spot.</_description>
<_prerequisite>Can move the mouse, can read numbers and substract numbers
up to 10 for the first level</_prerequisite>
<_prerequisite>Can move the mouse, can read numbers and subtract numbers up to 10 for the first level</_prerequisite>
<_goal>Tux is hungry. Help him find fish by counting to the correct ice spot.</_goal>
<_manual>Click on the dice to show how many ice spots there are between
Tux and the fish. Click the dice with the right mouse button to count backwards.
When done, click on the OK button or hit the Enter key.</_manual>
<_manual>Click on the dice to show how many ice spots there are between Tux and the fish. Click the dice with the right mouse button to count backwards. When done, click on the OK button or hit the Enter key.</_manual>
</Board>
</GCompris>
......@@ -12,6 +12,6 @@
<_description>Count the number of dots on dice before they reach the ground</_description>
<_prerequisite>Counting skills</_prerequisite>
<_goal>In a limited time, count the number of dots</_goal>
<_manual>With the keyboard, type the number corresponding to the number of dots on the falling dice.</_manual>
<_manual>With the keyboard, type the number of dots you see on the falling dice.</_manual>
</Board>
</GCompris>
......@@ -13,6 +13,6 @@
<_description>Count the number of dots on dice before they reach the ground</_description>
<_prerequisite>Counting skills</_prerequisite>
<_goal>In a limited time, count the number of dots</_goal>
<_manual>With the keyboard, type the number corresponding to the number of dots on the falling dice.</_manual>
<_manual>With the keyboard, type the number of dots you see on the falling dice.</_manual>
</Board>
</GCompris>
boards/submarine/submarine-broken.png

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boards/submarine/submarine-broken.png
boards/submarine/submarine-broken.png
boards/submarine/submarine-broken.png
  • 2-up
  • Swipe
  • Onion skin
boards/submarine/submarine.png

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boards/submarine/submarine.png
boards/submarine/submarine.png
boards/submarine/submarine.png
boards/submarine/submarine.png
  • 2-up
  • Swipe
  • Onion skin
boards/submarine/whale_hit.png

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boards/submarine/whale_hit.png
boards/submarine/whale_hit.png
boards/submarine/whale_hit.png
  • 2-up
  • Swipe
  • Onion skin
......@@ -12,22 +12,15 @@
<_title>The tangram puzzle game</_title>
<_description>The objective is to form a given shape with seven pieces</_description>
<_prerequisite>Mouse-manipulation</_prerequisite>
<_goal>From Wikipedia, the free encyclopedia.
Tangram (Chinese: literally "seven boards of cunning") is a Chinese puzzle. While the tangram is often said to be ancient, its existence has only been verified as far back as 1800.
It consists of 7 pieces, called tans, which fit together to form a square; taking the square as the unit:
* 5 right isosceles triangles
o 2 small (legs of 1)
o 1 medium size (legs of square root of 2)
o 2 large size (legs of 2)
* 1 square (side of 1)
* 1 parallelogram (sides of 1 and square root of 2)</_goal>
<_manual>Select the tangram to form.
Move a piece by dragging it.
Right click on it to create a symetrical item.
Select an item and drag around it for the rotation
Once the requested shape is created, it will be recognized by the computer
If you need help, click on the shape button, the border of the shape will be drawn.</_manual>
<_credit>The original code has been written by Philippe Banwarth in 1999. It has been ported to GCompris by Yves Combe in 2005.</_credit>
<_goal xml:space="preserve">From Wikipedia, the free encyclopedia. Tangram (Chinese: literally "seven boards of cunning") is a Chinese puzzle. While the tangram is often said to be ancient, its existence has only been verified as far back as 1800. It consists of 7 pieces, called tans, which fit together to form a square; taking the square as the unit:
* 5 right isosceles triangles
o 2 small (legs of 1)
o 1 medium size (legs of square root of 2)
o 2 large size (legs of 2)
* 1 square (side of 1)
* 1 parallelogram (sides of 1 and square root of 2)</_goal>
<_manual>Select the tangram to form. Move a piece by dragging it. Right-click on it to create a symmetrical item. Select an item and drag around it to show the rotation you want. Once you've shown what shape you want, the computer will create it. If you need help, click on the shape button, and the border of the shape will be drawn.</_manual>
<_credit>The original code was written by Philippe Banwarth in 1999. It was ported to GCompris by Yves Combe in 2005.</_credit>
</Board>
<Data directory=""/>
</GCompris>
......@@ -14,7 +14,7 @@ License: GPL
Group: Games/Other
Source: ftp://gcompris.sourceforge.net/gcompris-%{PACKAGE_VERSION}.tar.gz
BuildRoot: %_tmppath/%name-%version-buildroot
Buildrequires: gnuchess
Buildrequires: gnuchess gnucap
Buildrequires: libxml2-devel libgnomeui2-devel libsqlite3_0-devel
Buildrequires: texinfo
# (misc) needed for python support
......
......@@ -69,6 +69,7 @@ boards/colors_group.xml.in
boards/computer.xml.in
boards/connect4.xml.in
boards/crane.xml.in
boards/discovery.xml.in
boards/doubleentry.xml.in
boards/doubleentry/board1_0.xml.in
boards/doubleentry/board2_0.xml.in
......@@ -80,6 +81,7 @@ boards/erase.xml.in
boards/erase_clic.xml.in
boards/erase_double_clic.xml.in
boards/experience.xml.in
boards/experimental.xml.in
boards/fifteen.xml.in
boards/followline.xml.in
boards/fun.xml.in
......@@ -94,6 +96,7 @@ boards/geography/board4_0.xml.in
boards/geography/board4_1.xml.in
boards/geography/board4_2.xml.in
boards/geography/board5_0.xml.in
boards/geometry.xml.in
boards/gletters.xml.in
boards/gnumch-equality.xml.in
boards/gnumch-factors.xml.in
......@@ -115,8 +118,10 @@ boards/imagename/board3_0.xml.in
boards/imagename/board4_0.xml.in
boards/imagename/board5_0.xml.in
boards/imagename/board6_0.xml.in
boards/login.xml.in
boards/keyboard.xml.in
boards/leftright.xml.in
boards/login.xml.in
boards/math.xml.in
boards/maze.xml.in
boards/maze2DRelative.xml.in
boards/maze3D.xml.in
......@@ -129,12 +134,14 @@ boards/memory_sound.xml.in
boards/memory_sound_tux.xml.in
boards/memory_tux.xml.in
boards/menu.xml.in
boards/miscelaneous.xml.in
boards/missing_letter.xml.in
boards/missing_letter/board1.xml.in
boards/money.xml.in
boards/money_cents.xml.in
boards/mosaic.xml.in
boards/mouse.xml.in
boards/numeration.xml.in
boards/paintings.xml.in
boards/paintings/board1_0.xml.in
boards/paintings/board2_0.xml.in
......@@ -145,6 +152,7 @@ boards/paintings/board5_0.xml.in
boards/paintings/board6_0.xml.in
boards/paratrooper.xml.in
boards/planegame.xml.in
boards/puzzle.xml.in
boards/pythontest.xml.in
boards/railroad.xml.in
boards/read_colors.xml.in
......@@ -178,12 +186,15 @@ boards/searace.xml.in
boards/searace1player.xml.in
boards/smallnumbers.xml.in
boards/smallnumbers2.xml.in
boards/sound_group.xml.in
boards/strategy.xml.in
boards/submarine.xml.in
boards/sudoku.xml.in
boards/superbrain.xml.in
boards/tangram.xml.in
boards/target.xml.in
boards/tuxpaint.xml.in
boards/traffic.xml.in
boards/tuxpaint.xml.in
boards/watercycle.xml.in
boards/wordsgame.xml.in
gcompris-edit.desktop.in
......
......@@ -15,7 +15,7 @@ msgstr ""
"Project-Id-Version: gcompris-7.0.x-fr\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2005-11-18 23:14+0100\n"
"PO-Revision-Date: 2005-12-12 23:44+0100\n"
"PO-Revision-Date: 2006-01-22 19:04+0100\n"
"Last-Translator: Bruno Coudoin <bruno.coudoin@free.fr>\n"
"Language-Team: <fr@li.org>\n"
"MIME-Version: 1.0\n"
......@@ -2414,7 +2414,7 @@ msgstr "Vers les activités de mémorisation"
#: ../boards/memory_sound_tux.xml.in.h:1
msgid "A set of violinist Tux is shown. Each Tux has an associated sound, and each sound has a twin exactly the same. Click on a Tux to see its hidden sound, and try to match the twins. You can only activate two Tux at once, so you need to remember where a sound is, while you listen to its twin. When you turn over the twins, they both disappear."
msgstr ""
"Un ensemble de violoniste Tux est affiché. Chaque Tux a un son associé, et chaque son a un frère jumeau, exactement le même. En cliquant sur une Tux, on découvre le son caché. Cependant, on ne entendre que deux Tux à la fois.\n"
"Un ensemble de violoniste Tux est affiché. Chaque Tux a un son associé, et chaque son a un frère jumeau, exactement le même. En cliquant sur une Tux, on découvre le son caché. Cependant, on ne peut entendre que deux Tux à la fois.\n"
"Il faut se rappeler la position des sons pour les associer deux à deux entre eux.\n"
"Une paire de Tux est enlevée lorsqu'elle est découverte."
......
......@@ -274,7 +274,7 @@ static GnomeCanvasItem *hanoi_create_item(GnomeCanvasGroup *parent)
gnome_canvas_item_new (boardRootItem,
gnome_canvas_text_get_type (),
"text", _("Move the entire stack to the right peg"),
"text", _("Move the entire stack to the right peg, one disc at a time"),
"font", gcompris_skin_font_board_medium,
"x", (double) BOARDWIDTH/2 +1,
"y", (double) BOARDHEIGHT - 50 +1,
......@@ -285,7 +285,7 @@ static GnomeCanvasItem *hanoi_create_item(GnomeCanvasGroup *parent)
gnome_canvas_item_new (boardRootItem,
gnome_canvas_text_get_type (),
"text", _("Move the entire stack to the right peg"),
"text", _("Move the entire stack to the right peg, one disc at a time"),
"font", gcompris_skin_font_board_medium,
"x", (double) BOARDWIDTH/2,
"y", (double) BOARDHEIGHT - 50,
......
/* gcompris - paratrooper.c
*
* Time-stamp: <2005/10/12 23:25:31 bruno>
* Time-stamp: <2006/01/22 22:50:43 bruno>
*
* Copyright (C) 2000 Bruno Coudoin
*
......@@ -99,8 +99,8 @@ static BoardPlugin menu_bp =
{
NULL,
NULL,
N_("Paratrooper"),
N_("Direct the paratrooper to help him land safely"),
"Parachutist",
"Direct the parachutist to help him or her land safely",
"Bruno Coudoin <bruno.coudoin@free.fr>",
NULL,
NULL,
......
......@@ -156,7 +156,7 @@ class UserEdit(gtk.Window):
dialog = gtk.MessageDialog(None,
gtk.DIALOG_MODAL | gtk.DIALOG_DESTROY_WITH_PARENT,
gtk.MESSAGE_INFO, gtk.BUTTONS_OK,
_("You need to provide at least a login, firstname and lastname for your users"))
_("You need to provide at least a login, first name and last name for your users"))
dialog.run()
dialog.destroy()
return
......
......@@ -289,7 +289,7 @@ class User_list:
dialog = gtk.MessageDialog(None,
gtk.DIALOG_MODAL | gtk.DIALOG_DESTROY_WITH_PARENT,
gtk.MESSAGE_INFO, gtk.BUTTONS_OK,
_("To import a user list from a file, first select a class.\nFILE FORMAT: Your file must be formatted like this:\nlogin;First name;Last name;Birth date\nThe separator is autodetected and can be one of ',', ';' or ':'"))
_("To import a user list from a file, first select a class.\nFILE FORMAT: Your file must be formatted like this:\nlogin;First name;Last name;Date of birth\nThe separator is autodetected and can be one of ',', ';' or ':'"))
dialog.run()
dialog.destroy()
......
......@@ -261,7 +261,7 @@ class ExpressionLevelset(object):
def getDivide(self, answer):
n = random.randint(1, 5)
return Number( _(u'%d \u2215 %d') % (answer*n, n), 1 )
return Number( _(u'%d \u00f7 %d') % (answer*n, n), 1 )
class EqualityLevelset(ExpressionLevelset):
def __init__(self):
......
......@@ -125,7 +125,7 @@ class Gcompris_tuxpaint:
textItem = self.rootitem.add(
gnome.canvas.CanvasText,
text = _("Waiting for Tuxpaint finishes"),
text = _("Waiting for Tuxpaint to finish"),
x = gcompris.BOARD_WIDTH/2,
y = 185,
fill_color_rgba = 0x000000ffL,
......
......@@ -1242,7 +1242,7 @@ gcompris_init (int argc, char *argv[])
if (strcmp(popt_root_menu,"list")==0){
/* check the list of possible values for -l, then exit */
printf(_("Use -l to access an activity directly.\n"));
printf(_("List of available activity is :\n"));
printf(_("The list of available activities is :\n"));
properties->root_menu = "/";
gcompris_db_init();
......
......@@ -235,7 +235,7 @@ int gcompris_db_init()
request = g_strdup_printf("INSERT INTO class (class_id, name, teacher, wholegroup_id) VALUES ( 1, \'%s\', \'(%s)\', 1);",
_("Unaffected"),
_("Users without class"));
_("Users without a class"));
rc = sqlite3_exec(gcompris_db, request, NULL, 0, &zErrMsg);
if( rc!=SQLITE_OK ){
......
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