feat: localize all UI text to Korean
Translate all user-facing strings to Korean across 25 files: - UI screens: title, nickname, lobby, class select, waiting, game, shop, result, help, leaderboard, achievements, codex, stats - Game logic: combat logs, events, achievements, mutations, emotes, lobby errors, session messages - Keep English for: class names, monster names, item names, relic names Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -27,13 +27,13 @@ func (s *ShopScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
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idx := int(key.String()[0] - '1')
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switch ctx.Session.BuyItem(ctx.Fingerprint, idx) {
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case game.BuyOK:
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s.shopMsg = "Purchased!"
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s.shopMsg = "구매 완료!"
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case game.BuyNoGold:
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s.shopMsg = "Not enough gold!"
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s.shopMsg = "골드가 부족합니다!"
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case game.BuyInventoryFull:
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s.shopMsg = "Inventory full!"
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s.shopMsg = "인벤토리가 가득 찼습니다!"
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default:
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s.shopMsg = "Cannot buy that!"
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s.shopMsg = "구매할 수 없습니다!"
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}
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s.gameState = ctx.Session.GetState()
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}
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@@ -76,23 +76,23 @@ func renderShop(state game.GameState, width, height int, shopMsg string) string
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Foreground(lipgloss.Color("196")).
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Bold(true)
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header := headerStyle.Render("── Shop ──")
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header := headerStyle.Render("── 상점 ──")
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// Show current player's gold
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goldLine := ""
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for _, p := range state.Players {
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inventoryCount := len(p.Inventory)
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goldLine += goldStyle.Render(fmt.Sprintf(" %s — Gold: %d Items: %d/10", p.Name, p.Gold, inventoryCount))
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goldLine += goldStyle.Render(fmt.Sprintf(" %s — 골드: %d 아이템: %d/10", p.Name, p.Gold, inventoryCount))
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goldLine += "\n"
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}
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items := ""
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for i, item := range state.ShopItems {
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label := itemTypeLabel(item)
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items += fmt.Sprintf(" [%d] %s %s — %d gold\n", i+1, item.Name, label, item.Price)
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items += fmt.Sprintf(" [%d] %s %s — %d 골드\n", i+1, item.Name, label, item.Price)
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}
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menu := "[1-3] Buy [Q] Leave Shop"
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menu := "[1-3] 구매 [Q] 상점 나가기"
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parts := []string{header, "", goldLine, items, "", menu}
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if shopMsg != "" {
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