From ce37bf7122ea2d4d2c9d5aec4b185bec474fb797 Mon Sep 17 00:00:00 2001 From: regchiu Date: Fri, 3 Feb 2023 12:42:31 +0800 Subject: [PATCH] fix: lesson 17 dead link #1065 --- 6-space-game/3-moving-elements-around/README.md | 2 +- .../3-moving-elements-around/translations/README.es.md | 2 +- .../3-moving-elements-around/translations/README.fr.md | 2 +- .../3-moving-elements-around/translations/README.hi.md | 2 +- .../3-moving-elements-around/translations/README.it.md | 2 +- .../3-moving-elements-around/translations/README.ja.md | 2 +- .../3-moving-elements-around/translations/README.ko.md | 2 +- .../3-moving-elements-around/translations/README.ms.md | 4 ++-- .../3-moving-elements-around/translations/README.zh-tw.md | 2 +- 9 files changed, 10 insertions(+), 10 deletions(-) diff --git a/6-space-game/3-moving-elements-around/README.md b/6-space-game/3-moving-elements-around/README.md index 9217838b..e3c504d1 100644 --- a/6-space-game/3-moving-elements-around/README.md +++ b/6-space-game/3-moving-elements-around/README.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ Can you think of a reason why redrawing your hero many frames per second might accrue performance costs? Read about [alternatives to this pattern](https://www.html5rocks.com/en/tutorials/canvas/performance/). +✅ Can you think of a reason why redrawing your hero many frames per second might accrue performance costs? Read about [alternatives to this pattern](https://web.dev/canvas-performance/). ## Handle keyboard events diff --git a/6-space-game/3-moving-elements-around/translations/README.es.md b/6-space-game/3-moving-elements-around/translations/README.es.md index 581b2a5f..acce869f 100644 --- a/6-space-game/3-moving-elements-around/translations/README.es.md +++ b/6-space-game/3-moving-elements-around/translations/README.es.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ ¿Puedes pensar en una razón por la que volver a dibujar a tu héroe muchos fotogramas por segundo podría generar costos de rendimiento? Lea acerca de [alternativas a este patrón](https://www.html5rocks.com/en/tutorials/canvas/performance/). +✅ ¿Puedes pensar en una razón por la que volver a dibujar a tu héroe muchos fotogramas por segundo podría generar costos de rendimiento? Lea acerca de [alternativas a este patrón](https://web.dev/canvas-performance/). ## Manejar eventos de teclado diff --git a/6-space-game/3-moving-elements-around/translations/README.fr.md b/6-space-game/3-moving-elements-around/translations/README.fr.md index bdcfd5ff..f55d885b 100644 --- a/6-space-game/3-moving-elements-around/translations/README.fr.md +++ b/6-space-game/3-moving-elements-around/translations/README.fr.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ Pouvez-vous penser à une raison pour laquelle redessiner votre héros plusieurs images par seconde pourrait entraîner des coûts de performance? Apprenez en plus sur les [alternatives à ce modèle](https://www.html5rocks.com/en/tutorials/canvas/performance/). +✅ Pouvez-vous penser à une raison pour laquelle redessiner votre héros plusieurs images par seconde pourrait entraîner des coûts de performance? Apprenez en plus sur les [alternatives à ce modèle](https://web.dev/canvas-performance/). ## Gérer les événements du clavier diff --git a/6-space-game/3-moving-elements-around/translations/README.hi.md b/6-space-game/3-moving-elements-around/translations/README.hi.md index b193f583..be0a185a 100644 --- a/6-space-game/3-moving-elements-around/translations/README.hi.md +++ b/6-space-game/3-moving-elements-around/translations/README.hi.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ क्या आप एक कारण के बारे में सोच सकते हैं कि अपने नायक को प्रति सेकंड कई फ़्रेमों को फिर से तैयार करने से प्रदर्शन की लागत बढ़ सकती है? [इस पैटर्न के विकल्प](https://www.html5rocks.com/en/tutorials/canvas/performance/) के बारे में पढ़ें. +✅ क्या आप एक कारण के बारे में सोच सकते हैं कि अपने नायक को प्रति सेकंड कई फ़्रेमों को फिर से तैयार करने से प्रदर्शन की लागत बढ़ सकती है? [इस पैटर्न के विकल्प](https://web.dev/canvas-performance/) के बारे में पढ़ें. ## कीबोर्ड घटनाओं को संभालें diff --git a/6-space-game/3-moving-elements-around/translations/README.it.md b/6-space-game/3-moving-elements-around/translations/README.it.md index b9c4bd61..28dcc2c4 100644 --- a/6-space-game/3-moving-elements-around/translations/README.it.md +++ b/6-space-game/3-moving-elements-around/translations/README.it.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ Si riesce a pensare a un motivo per cui ridisegnare il proprio eroe con molti fotogrammi al secondo potrebbe far aumentare i costi delle prestazioni? Leggere le [alternative a questo modello](https://www.html5rocks.com/en/tutorials/canvas/performance/). +✅ Si riesce a pensare a un motivo per cui ridisegnare il proprio eroe con molti fotogrammi al secondo potrebbe far aumentare i costi delle prestazioni? Leggere le [alternative a questo modello](https://web.dev/canvas-performance/). ## Gestire eventi da tastiera diff --git a/6-space-game/3-moving-elements-around/translations/README.ja.md b/6-space-game/3-moving-elements-around/translations/README.ja.md index 51983165..972edd64 100644 --- a/6-space-game/3-moving-elements-around/translations/README.ja.md +++ b/6-space-game/3-moving-elements-around/translations/README.ja.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ ヒーローを毎秒何フレームも描き直すとパフォーマンスコストが発生する理由が思いつきますか? [このパターンの代替案](https://www.html5rocks.com/ja/tutorials/canvas/performance/)を読んでみてください。 +✅ ヒーローを毎秒何フレームも描き直すとパフォーマンスコストが発生する理由が思いつきますか? [このパターンの代替案](https://web.dev/canvas-performance/)を読んでみてください。 ## キーボードイベントの処理 diff --git a/6-space-game/3-moving-elements-around/translations/README.ko.md b/6-space-game/3-moving-elements-around/translations/README.ko.md index 2e25229c..50786ca5 100644 --- a/6-space-game/3-moving-elements-around/translations/README.ko.md +++ b/6-space-game/3-moving-elements-around/translations/README.ko.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ 영웅을 초당 수 많은 프레임으로 다시 그리게 될 때 성능 비용이 발생하는 이유를 알 수 있나요? [alternatives to this pattern](https://www.html5rocks.com/en/tutorials/canvas/performance/)에 대하여 읽어보세요. +✅ 영웅을 초당 수 많은 프레임으로 다시 그리게 될 때 성능 비용이 발생하는 이유를 알 수 있나요? [alternatives to this pattern](https://web.dev/canvas-performance/)에 대하여 읽어보세요. ## 키보드 이벤트 제어하기 diff --git a/6-space-game/3-moving-elements-around/translations/README.ms.md b/6-space-game/3-moving-elements-around/translations/README.ms.md index 4c8b206b..0d63cf3e 100644 --- a/6-space-game/3-moving-elements-around/translations/README.ms.md +++ b/6-space-game/3-moving-elements-around/translations/README.ms.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ Bolehkah anda memikirkan sebab mengapa menggambar semula pahlawan anda dengan banyak bingkai sesaat mungkin menambah kos prestasi? Baca mengenai [alternatif untuk corak ini](https://www.html5rocks.com/en/tutorials/canvas/performance/). +✅ Bolehkah anda memikirkan sebab mengapa menggambar semula pahlawan anda dengan banyak bingkai sesaat mungkin menambah kos prestasi? Baca mengenai [alternatif untuk corak ini](https://web.dev/canvas-performance/). ## Mengendalikan acara papan kekunci @@ -385,4 +385,4 @@ Semasa kami menulis permainan kami tanpa menggunakan kerangka kerja, ada banyak ## Tugasan -[Komen kod anda](assignment.ms.md) \ No newline at end of file +[Komen kod anda](assignment.ms.md) diff --git a/6-space-game/3-moving-elements-around/translations/README.zh-tw.md b/6-space-game/3-moving-elements-around/translations/README.zh-tw.md index fd39f480..9f8d8883 100644 --- a/6-space-game/3-moving-elements-around/translations/README.zh-tw.md +++ b/6-space-game/3-moving-elements-around/translations/README.zh-tw.md @@ -30,7 +30,7 @@ ctx.fillStyle = "black"; ctx.drawImage(heroImg, hero.x, hero.y); ``` -✅ 你能了解為什麼在同一秒內多次重新繪製英雄會影響效能的原因嗎?閱讀[其他種同目的之設計模式](https://www.html5rocks.com/en/tutorials/canvas/performance/)。 +✅ 你能了解為什麼在同一秒內多次重新繪製英雄會影響效能的原因嗎?閱讀[其他種同目的之設計模式](https://web.dev/canvas-performance/)。 ## 處理鍵盤事件