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Translations from Hosted Weblate (#5495)
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This PR merges pending commits from the Weblate repository that are conflicting with changes on `main`, while resolving conflicts in favor of the Weblate side.
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hedybot authored May 1, 2024
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6 changes: 3 additions & 3 deletions content/adventures/iba.yaml
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Expand Up @@ -294,8 +294,8 @@ adventures:
story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n"
example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n"
18:
story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n"
example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n"
story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n"
description: '{for} command'
fortune:
levels:
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story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song` .\nWhen the function is called, computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n"
example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n"
18:
story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n"
example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n"
story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n"
guess_my_number:
description: guess my number
levels:
Expand Down Expand Up @@ -1077,13 +1077,13 @@ adventures:
default_save_name: Quizmaster
description: Make your own quiz!
tic_2:
name: Tic-Tac-Toe 2
description: Play a game of Tic Tac Toe!
levels:
16:
example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n"
story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n"
default_save_name: Tic
name: Tic-Tac-Toe 2
tic_3:
levels:
16:
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20 changes: 10 additions & 10 deletions content/adventures/ms.yaml
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Expand Up @@ -660,8 +660,8 @@ adventures:
story_text: "Now that you've learned how to use functions, you'll learn how to use a function with an argument.\nAn **argument** is a variable that is used within a function. It is not used outside the function.\n\nFor example in this code we've programmed the first verse of the song 'My Bonnie is over the ocean'.\nIn this example code the argument 'place' is used. Place is a variable that is only used in the function, so an argument.\nTo use 'place' we have placed `{with} place` after `{define} song` .\nWhen the function is called, computer will replace the argument 'place', with the piece of text after `{call} song {with}`.\n\n### Exercise\nThe next verse of this song goes:\n\n```not_hedy_code\nLast night as I lay on my pillow\nLast night as I lay on my bed\nLast night as I lay on my pillow\nI dreamed that my Bonnie is dead\n```\n\nCan you program this verse in the same way as the example?\n"
example_code: "```\n{define} song {with} place\n {print} 'My Bonnie is over the ' place\n\n{call} song {with} 'ocean'\n{call} song {with} 'sea'\n{call} song {with} 'ocean'\n```\n"
18:
story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n"
example_code: "```\n{def} calculate_score(answer, correct_answer):\n {if} answer == correct_answer:\n score = 1\n {elif} answer == '?':\n score = 0\n {else}:\n score = -1\n {return} score\n\nanswer = {input} ('Where can you find the Eiffel Tower?')\ncorrect_answer = 'Paris'\nscore = calculate_score(answer, correct_answer)\n{print} ('Your score is... ', score)\n```\n"
story_text: "Let's make functions the Pythons way! To define a function, we no longer use:\n\n`{define} name_function {with} argument_1, argument_2:`\n\nbut we use:\n\n`{def} name_function(argument_1, argument_2):`.\n\n\nIf you don't want to use arguments, you just leave the space between the parantheses empty.\nTo call a function, we don't need the `{call}` command anymore. You just type the name of the function.\n"
name: functions
description: functions
default_save_name: functions
Expand Down Expand Up @@ -751,8 +751,8 @@ adventures:
story_text: "Now we are going to change indentation a little bit. Every time that we need an indentation, we need `:` at the line before the indentation.\n"
example_code: "```\n{for} i {in} {range} 1 {to} 10:\n {print} i\n{print} 'Ready or not, here I come!'\n```\n"
18:
example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n"
story_text: "Lastly, we'll turn `{for} i {in} {range} 1 to 5` into real Python code, like this:\n"
example_code: "```\n{for} i {in} {range}(1,5):\n {print} (i)\n```\n"
name: '{for}'
description: '{for} command'
hangman_3:
Expand Down Expand Up @@ -1076,19 +1076,19 @@ adventures:
name: Quizmaster
default_save_name: Quizmaster
description: Make your own quiz!
tic_2:
tic_3:
description: Play a game of Tic Tac Toe!
default_save_name: Tic
name: Tic-Tac-Toe 2
levels:
16:
example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n"
story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n"
tic_3:
story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n"
example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n"
name: Tic-Tac-Toe 3
default_save_name: Tic
tic_2:
description: Play a game of Tic Tac Toe!
levels:
16:
story_text: "You might have noticed one mistake in the code you've made in the previous adventure. You can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! In this tab we'll fix that mistake.\n\n### Exercise\n***Paste your code here*** Paste your code from the previous adventure here.\n\n***Fix the mistake*** To fix the mistake we replace the line that says `field[choice] = sign`. This turns any spot that the player has chosen into their sign.\nGo to the header that says 'Use this to fix the mistake' and finish the code. We first want to check if the chosen spot is still empty, so `if field[choice] = '.'`. If that is the case, you are allowed to take it.\nThen we make an else command and print 'Sorry, this spot is already taken' if the spot is not empty. Lastly, we add a {sleep} command, so the players can actually read the text before it gets cleared again.\nNow copy this piece of code and replace the line `field[choice] = sign` with this new piece of code.\n\n***Play your game!*** Now the game should work properly! Good job!\nThe only flaw is that you can get a bit annoyed that the game keeps asking you if you've won yet. Do you want to fix that? Go to level 17 and we'll fix it!\n"
example_code: "```\n# Paste your code here\n\n# Use this to fix the mistake\n{if} _ = '.'\n field[choice] = sign\n{else}\n {print} _\n _\n```\n"
example_code: "```\n# Paste your code from the previous adventure here\n\n# Add variables\ngame_over = _\nsign = _\n\n# The game\n{while} _\n choice = _ 'Player ' sign '_?'\n field[choice] = _\n _ print_field\n game_over = {ask} _\n {if} sign = 'o'\n sign = _\n _\n sign = _\n```\n"
story_text: "In the previous adventure you've learned how to create a playing field. Now you'll learn how to create the game!\n\n### Exercise\n***Paste your code*** Start by pasting your code from the previous adventure here.\n\n***Add variables*** Underneath your list called `field` we'll add 2 more variables that we'll need to program the game.\nThe variable `game_over` tells us if the game is over, and should be 'no' at the start of the game.\nThe variable `sign` tells us if it's the turn of player x or player o. Set the variable to 'x'.\n\n***The game*** First use a {while} command, to make sure the game keeps on playing the variable while game_over is set to no.\nDuring the game, we first ask the player which spot they choose. Then we change the field with the number they chose into their sign.\nThen we print the field again and we ask the player if they've won yet. Lastly we want to switch whose turn it is, so if the sign is 'x' it should be 'o' and the other way around.\n\n***Test your game*** Does your game work? Great, have fun playing the game! If not, use the ladybug button to debug your code.\nYou might have noticed one mistake in the code though, you can steal the other player's spot! If the other person chose spot 1, you could simply enter 1 after them and steal their spot.\nThat's not fair! Go to the next tab to learn how to fix this problem.\n"
default_save_name: Tic
name: Tic-Tac-Toe 2
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