name: tinyworld-i18n
description: Add, translate, or audit TinyWorld UI strings across English/French/Chinese/Spanish. Use when adding user-facing gameplay text, when npm run i18n:check fails, when a string shows up in English in a non-English locale, or when adding a new language. No translation API — Codex does the translating directly, using the established glossary for consistency.
TinyWorld i18n workflow
TinyWorld localizes its gameplay UI into English (en), French (fr), Simplified
Chinese (zh), and Spanish (es). This skill is the repeatable process for keeping
those translations complete and consistent. There is no external API: you (Codex) are
the translator. The checker (npm run i18n:check) is the safety net.
Read docs/i18n.md first if you need the architecture. The short version:
- Locale dictionaries live in
engine/i18n/{en,fr,es,zh}.jsas flat key→string maps. en.jsis authoritative. Every other locale must define exactly its key set.- Static HTML uses
data-i18n/data-i18n-title/data-i18n-tooltip/data-i18n-placeholder/data-i18n-aria-labelattributes. - JS uses the global
t('key')(ortx('key', fallback)to keep a hard-coded English default). Tool/group/variant labels are localized by a single mutation block near the top ofengine/world/19-tools-toolbar.js. - Language switching is reload-on-switch (persist +
location.reload()), so every surface re-renders correctly at boot. Don't add live re-render wiring.
Adding or changing strings (the loop)
Add the English string to
engine/i18n/en.jswith a namespaced key (panel.thing, e.g.time.season). Keep keys grouped under their existing comment section; add a new section if it's a new surface.Reference it:
- Static HTML leaf element → add
data-i18n="key". For an element that also has child elements (e.g. a<label>wrapping a<select>), wrap just the text in a<span data-i18n="key">…</span>soapply()doesn't wipe the children. - Attribute →
data-i18n-title/-tooltip/-placeholder/-aria-label. Leave the existing attribute as the English default;apply()overwrites it. - JS string shown to the user →
window.t('key'). Usewindow.t(not baret) inside functions that have a local variable namedt(the toolbar module does). - A label living in a data array (tools, menus) → localize once via a mutation block
guarded by
if (window.TWI18N), usingtx('prefix.' + item.id, item.label).
- Static HTML leaf element → add
See what's missing:
npm run i18n:report. It prints per-locale coverage and any used key that's absent fromen.js(a typo).Translate the missing keys into
fr.js,es.js,zh.js. Do it yourself. Follow the Glossary and Style below. Matchen.jskey-for-key — no extra keys, no blanks. Preserve{name}interpolation placeholders verbatim.npm run i18n:checkuntil it passes (it also runs insidenpm run check/publish.sh, so a gap blocks the build).Verify in the real app — never claim done from files alone:
npm run dev, then load?lang=fr,?lang=zh,?lang=es. Confirm the new strings render translated and the layout still fits (German-length / CJK glyph checks).
Scope — what gets translated
Translate: toolbar/tools/variants, world menu, camera/view, time & weather, crowd panel, sound, layers/properties, welcome/how-to, top-bar + control tooltips, settings tab names + the Workspace section, the mode HUD, the radial menu, player-facing toasts.
Leave in English: account/auth, the AI/agent panel, API keys, the developer overlay,
credits/sponsors, the token ticker, and the dense technical settings sliders (Rendering /
Materials / Environment / Crowd-advanced / AI). These are not "gameplay" strings. If the
product owner later wants them, add their keys to en.js and run this loop.
Style
- Match the source's tone: short, friendly, lowercase hints (
clear to grass). - Keep it terse — UI chrome, not prose. Prefer the shortest natural phrasing.
- Use the locale's own conventions (FR:
« »guillemets are fine; ZH: full-width punctuation 。,;(); ES: inverted ¿¡ where applicable). - Don't translate the brand name "Tiny World Builder",
$TINYWORLD, or proper UI keys. - Keyboard hints: localize the verb, keep the key name (
Échap,Esc).
Glossary (keep these consistent across new strings)
| English | fr | es | zh |
|---|---|---|---|
| world (the build) | monde | mundo | 世界 |
| grid / board | grille / plateau | cuadrícula / tablero | 网格 / 面板 |
| Grass | Herbe | Hierba | 草地 |
| Path | Chemin | Camino | 小路 |
| Water | Eau | Agua | 水 |
| House | Maison | Casa | 房屋 |
| Island | Île | Isla | 岛屿 |
| Fence | Clôture | Valla | 栅栏 |
| Bridge | Pont | Puente | 桥 |
| Crowd | Foule | Multitud | 人群 |
| Layers / Properties | Calques / Propriétés | Capas / Propiedades | 图层 / 属性 |
| Settings | Réglages | Ajustes | 设置 |
| Showcase mode | Mode présentation | Modo exhibición | 展示模式 |
| Reset | Réinitialiser | Reiniciar | 重置 |
| Clear | Effacer / remettre en herbe | Vaciar | 清空 |
| Select / Move | Sélection / Déplacer | Seleccionar / Mover | 选择 / 移动 |
Adding a new language (e.g. German de)
cp engine/i18n/en.js engine/i18n/de.js, changeg.en→g.de, translate all values.- Add
'de'toSUPPORTEDand ade:endonym toNAMESinengine/i18n/i18n-core.js. - Add
<script src="engine/i18n/de.js"></script>beforei18n-core.jsintiny-world-builder.html(the i18n block, right aftervendor/tinyworld-auth.js). - Add a
<option value="de">Deutsch</option>to#ui-lang-modein the Workspace settings panel. - Add
'de'to theLOCALESarray intools/i18n-check.js. npm run i18n:check, then verify with?lang=de.