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Spanish translation of the tutorials
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Diego F. Goberna committed Dec 10, 2013
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# Vendors
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34 changes: 34 additions & 0 deletions tutorials/Spanish/01 Comenzando/hellophaser/index.html
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>hello phaser!</title>
<script src="phaser.min.js"></script>
</head>
<body>

<script type="text/javascript">

window.onload = function() {

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });

function preload () {

game.load.image('logo', 'phaser.png');

}

function create () {

var logo = game.add.sprite(game.world.centerX, game.world.centerY, 'logo');
logo.anchor.setTo(0.5, 0.5);

}

};

</script>

</body>
</html>
12 changes: 12 additions & 0 deletions tutorials/Spanish/01 Comenzando/hellophaser/phaser.min.js

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46 changes: 46 additions & 0 deletions tutorials/Spanish/01 Comenzando/index.html
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>

<h1>Getting started with Phaser</h1>

<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>

<h2>Part 1 - Introduction</h2>

<p>In this tutorial we're going to cover setting-up a development enviornment with which you can build your Phaser games. This will include running a local web server, picking an IDE, getting the latest version of Phaser and checking it all works together properly.</p>

<p><strong>"Why do I need a local web server? Can't I just drag the html files onto my browser?"</strong></p>

<p>Not these days, no. I appreciate that it's a bit confusing, even contradictory at times, but it all boils down to browser security. If you're making a static html web page, perhaps with a few images in it, then you can happily drag this file into your browser and see the end results. You can also "Save As" entire web pages locally and re-open them, with all the contents mostly intact. If both of these things work why can't you drag an HTML5 game into a browser and run it?</p>

<p>It's to do with the protocol used to access the files. When you request anything over the web you're using http, and the server level security is enough to ensure you can only access files you're meant to. But when you drag a file in it's loaded via the local file system (technically file://) and that is massively restricted, for obvious reasons. Under file:// there's no concept of domains, no server level security, just a raw file system. Ask yourself this: do you really want JavaScript to have the ability to load files from your local file system? Your immediate answer should of course be "not in a million years!". If JavaScript had free reign while operating under file:// there would be nothing stopping it loading pretty much <em>any</em> file it fancied and sending it off who knows where.</p>

<p>Because this is so dangerous browsers lock themselves down tighter than Alcatraz when running under file://. Every single page becomes treated as a unique local domain. That is why "Save Web page" works, to a degree. It opens under the same cross-site restrictions as if they were on a live server. There's a detailed post about it on the Chromium blog: http://blog.chromium.org/2008/12/security-in-depth-local-web-pages.html.</p>

<p>Your game is going to need to load in resources. Images, audio files, JSON data, maybe other JavaScript files. In order to do this it needs to run unhindered by the browser security shackles. It needs http:// access to the game files. And for that we need a web server.</p>

<p><a href="part2.html">Part 2: Installing a web server</a></p>

</body>
</html>
70 changes: 70 additions & 0 deletions tutorials/Spanish/01 Comenzando/part2.html
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>

<h1>Getting started with Phaser</h1>

<h2>Part 2 - Installing a web server</h2>

<h3>Windows</h3>

<p>On Windows there are lots of "single install" bundles available. These are easy-to-install files that package together popular web technologies like Apache, PHP and MySQL and install them all for you at once, often with a handy system-tray icon to manage them too.</p>

<p>We would recommend either <a href="http://www.wampserver.com/en/">WAMP Server</a> or <a href="http://www.apachefriends.org/en/xampp.html">XAMPP</a>. Both have easy set-up guides available. WAMP specifically installs an icon into your system-try from which you can stop and restart the services as well as modify Apache settings, such as creating a new folder alias for a project.</p>

<p>Cesanta provide the <a href="http://cesanta.com/downloads.html">Mongoose web server</a>. This is a really small application that requires no installation and can run as a single EXE file. Without all of the additional bundles like SSI and WebDAV (none of which you'll need for an HTML5 game) the EXE is a paltry 45KB in size. Even the fully featured one is only 355KB.</p>

<p>Instead of an 'all in one' bundle you could also download just a web server on its own. Both <a href="http://www.iis.net/">Microsoft IIS</a> and <a href="http://httpd.apache.org/">Apache</a> can be downloaded for free from their respective sites.</p>

<p><strong>Note:</strong> Skype likes to steal port 80 by default. This is the traditional port for a web server to run over and it might interfer with WAMP or similar being able to start. To disable this within Skype go to "Tools - Options - Connection" and uncheck the "Use port 80 and 443 as alternatives for incoming connections" checkbox.</p>

<h3>OS X</h3>

<p>Being a Unix environment at heart there are more options available of OS X. But if you'd like an "all in one" approach like WAMP for Windows, with a nice clean and easy to use interface then we'd strongly recommend <a href="http://www.mamp.info/en/index.html">MAMP</a>. This comes in two versions: one free and one paid for.</p>

<p>Naturally there are also guides for setting up a local web server manually, such as <a href="https://discussions.apple.com/docs/DOC-3083">this guide written for Mountain Lion</a>. Pick whichever approach you feel most comfortable with.</p>

<h3>grunt connect</h3>

<p><a href="http://gruntjs.com/">Grunt</a> is an extremely powerful tool to have installed, regardless if you use it as a web server or not. At its essence it's a JavaScript based task runner and allows you to automate tedious time consuming tasks. We use it in Phaser to build our distribution scripts for example. But it can also be configured with Connect to serve local files, acting as a web server, and <a href="https://github.com/gruntjs/grunt-contrib-connect">here's a guide on doing just that</a>.</p>

<h3>Simple HTTP Server with Python</h3>

<p>If you need a quick web server running and you don't want to mess around with setting up Apache or downloading an app, then Python can help. Python comes with a simple built-in HTTP server. With the help of this little HTTP server you can turn any directory on your system into your web server directory. Naturally the only thing you need to have installed is Python. <a href="http://www.linuxjournal.com/content/tech-tip-really-simple-http-server-python">Read the full guide here</a>.</p>

<h3>http-server for node.js</h3>

<p>http-server is a simple, zero-configuration command-line http server for <a href="http://nodejs.org/">node.js</a>. It is powerful enough for production usage, but it's simple and hackable enough to be used for testing, local development, and learning. Or as the web site says "Serving up static files like they were turtles strapped to rockets". Get the npm and instructions from the <a href="https://npmjs.org/package/http-server">http-server web site</a>.</p>

<h3>php 5 built-in web server</h3>

<p>As of PHP 5.4.0, the CLI SAPI provides a built-in web server. It's only really suitable for development purposes and serves all files sequentially, but it's easily powerful enough for testing HTML5 games. It's invoked from a single command-line call, and you can find details on how to do this in <a href="http://php.net/manual/en/features.commandline.webserver.php">the PHP Manual</a>.</p>

<p>Rather than running a web server locally you could build your HTML5 game fully in the cloud. We explore some cloud options in Part 3.</p>

<p><a href="part3.html">Part 3: Run in the Cloud</a></p>

<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>

</body>
</html>
64 changes: 64 additions & 0 deletions tutorials/Spanish/01 Comenzando/part3.html
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>

<h1>Getting started with Phaser</h1>

<h2>Part 3 - Run in the Cloud</h2>

<p>If you're not comfortable with github cloning, and setting up a web server, or if you don't want to bother with all that, you can run phaser in the Cloud.</p>

<p>More than a marketing buzzword, the Cloud is often used by developers as tool which allows you to create, edit and share your content without having to install anything, or make the people you share your content with do so.</p>

<p>There are several JavaScript online collaboration tools such as JSBin, codepen and JSFiddle just to name a few of them.</p>

<p>There is another tool that we recommend which is called Cloud9 IDE that allows you get up and running very quickly.</p>

<img src="https://c9.io/site/wp-content/themes/cloud9/img/logo_cloud9.png"/>

<p>First, sign up to the website using GitHub, and once this is completed, you will be redirected to your dashboard.</p>

<img src="images/dashboard.jpg"/>

<p>From this dashboard, you can create private or shared project, or, the feature that interests us in this case, you can create a project from a GitHub repository.</p>

<p>Click the "create workspace" button and select the "clone from URL" option from the drop-down menu.</p>

<img src="images/cloneFrom.jpg"/>

<p>Once the repository is integrated into c9.io, you'll see this window:</p>

<img src="images/start.jpg"/>

<p>When you click on the "start editing" button you'll be redirected here:</p>

<img src="images/editor.jpg"/>

<p>You have now a copy of the Phaser repository.</p>

<p><a href="part4.html">Part 4: Choosing an Editor</a></p>

<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>

</body>
</html>
68 changes: 68 additions & 0 deletions tutorials/Spanish/01 Comenzando/part4.html
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<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Phaser Tutorial 01 - Getting Started</title>
<script src="build/phaser.js" type="text/javascript"></script>
<style>
body {
font-family: Arial;
font-size: 14px;
}
</style>
</head>
<body>

<h1>Getting started with Phaser</h1>

<h2>Part 4 - Choosing an Editor</h2>

<p>You're going to need an editor in which to prepare your JavaScript code. There are <em>many</em> available, each with their own strengths and weaknesses. If you're an experienced developer you will probably already have your own preferred editor, in which case carry on to Part 5 of this guide. Otherwise here are some options for you:</p>

<h3>Sublime Text</h3>

<p>This is the editor the Phaser team use for building the framework and examples. It's even the editor this guide is being written in. Sublime should be considered as an extremely powerful text editor rather than an IDE. An IDE is an integrated development environment, that often bundles additional features such as built-in web servers, source control and code in-sight / completion. Sublime focuses on being an amazing editor first and foremost, and its multiple cursor and mini-map features are two of the most time saving we've ever come across in decades of development. Using a comprehensive Package system you can enhance it in multiple ways.</p>

<p>The full version costs $70 but is worth every penny and is available for Windows and OS X.</p>

<p><a href="http://www.sublimetext.com/">Sublime Text</a></p>

<h3>WebStorm</h3>

<p>JetBrains WebStorm is an extremely advanced fully development environment. It goes well beyond simple code editing and offers all of the high-level features you'd expect from a proper IDE include code-insight, npm built-in, code style/syntax reports, source control and a wealth of other features designed more for web developers than game developers. It's based on Eclipse, which is both a good and bad thing. For a start the actual code editing experience is nothing like as smooth and freeform as with Sublime, but the power features can often make up for that. Having errors with your code spotted for you, before you've even tested your game can be really useful. And code-completion is great too, although obviously somewhat limited by the myriad ways JavaScript can be written.</p>

<p>The full version starts from $49 and is available for Windows and OS X. There are often deals to be found on the JetBrains site too.</p>

<p><a href="http://www.jetbrains.com/webstorm/">JetBrains WebStorm</a></p>

<h3>Visual Studio</h3>

<p>This should only really be considered if you wish to write your game using <a href="http://www.typescriptlang.org/">TypeScript</a> instead of JavaScript. Phaser has a TypeScript definitions file available, which allows you to use Microsofts new ES6 inspired lanauge to develop in. This gives you access to a statically typed language, with traditional class inheritance, interfaces and most of the OO style trappings you may be used to in other languages like AS3.</p>

<p>The full version varies in cost and Microsoft do great student details. Naturally it's only available for Windows.</p>

<p><a href="http://www.visualstudio.com/">Visual Studio</a></p>

<h3>Brackets</h3>

<p>Although primarily developed for building web site code, Brackets has really come into its own lately. It's a free open-source code editor and rans across Windows, OS X and Linux. It's actually written in JavaScript and is incredibly hackable, with new versions and extensions released every couple of weeks. It has a modern and dark UI, probably familiar to anyone who uses Adobe CS. It's well worth considering, especially if you're after a free editor.</p>

<p>Brackets is a multi-platform and free open-source product.</p>

<p><a href="http://brackets.io/">Brackets</a></p>

<p><a href="part5.html">Part 5: Downloading Phaser</a></p>

<ul>
<li><a href="index.html">Part 1: Introduction</a></li>
<li><a href="part2.html">Part 2: Installing a web server</a></li>
<li><a href="part3.html">Part 3: Run in the Cloud</a></li>
<li><a href="part4.html">Part 4: Choosing an Editor</a></li>
<li><a href="part5.html">Part 5: Downloading Phaser</a></li>
<li><a href="part6.html">Part 6: Hello World!</a></li>
<li><a href="part7.html">Part 7: The Phaser Examples</a></li>
<li><a href="part8.html">Part 8: Next Steps</a></li>
</ul>

</body>
</html>
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