/* image accessibility for the advanced enemy page. Image is of the blob monster (with antennas) chasing a scared looking Sphero. */
"advancedEnemy.imageAccessibility.advancedEnemyImage" = "Un enemigo gelatinoso enojado persiguiendo a un Sphero asustado.";

/* VoiceOver description of Aim page before code is run. Image is of blue shoes and Sphero tracing out roll forward, roll backward. */
"aim.accessibilityContainer.description" = "Sphero sentado frente a un par de zapatos azules. Una línea puntuada indicando que Sphero debe rodar hacia delante, dar media vuelta y rodar de regreso.";

/* aim fail assessment, user didn't use matching delays */
"aim.fail.differentDelays" = "Tus tiempos de espera no están alineados. Intenta ajustar el tiempo de espera más reciente para que coincida con el primero.";

/* aim fail assessment, user didnt use matching headings, %.0f is a difference in angles, i.e 30 degrees */
"aim.fail.differentHeadings" = "Sphero no regresó directamente hacia ti. Intenta ajustar la orientación de tu segundo `roll`. ¡Fallaste por %.0 grados!";

/* aim fail assessment, user didn't use matching speeds */
"aim.fail.differentSpeeds" = "Sphero no regresó directamente hacia ti. ¡Intenta ajustar la velocidad de tu segundo `roll` para que coincide con el primero!";

/* aim fail assessment, user never told Sphero to roll back */
"aim.fail.noReturn" = "¡No le indicaste a Sphero que regresara! Intenta llamar `roll` para que Sphero regrese.";

/* aim fail assessment, user never stopped rolling */
"aim.fail.noStop" = "¡Le indicaste a Sphero que empezara a rodar, pero no le pediste que se detuviera! Intenta llamar `stopRoll` para detener a Sphero.";

/* aim fail assessment, user never told Sphero to stop on the way back */
"aim.fail.noStopOnReturn" = "¡Necesitas detenerte cuando estás regresando! Intenta llamar `stopRoll` para detener a Sphero.";

/* aim fail assessment, user didn't use the `wait` function. */
"aim.fail.noWaitOnReturn" = "Sphero se detuvo inmediatamente después de empezar a rodar. Intenta llamar `wait` cuando Sphero empiece a rodar.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the next page' */
"aim.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* aiming modal accessibility. */
"aiming.bodyLabel.accessibilityLabel" = "Si estás teniendo problemas para dirigir a %@, pulsa Listo. Siente en qué dirección está rodando. La luz trasera apunta en dirección contraria a la que rueda.";

/* body text for aiming, turn Sphero until its small blue taillight is facing the user, \n newline for separating the two strings */
"aiming.bodyLabel.text" = "¡Asegúrate que la luz trasera azul esté apuntando hacia ti!";

/* accessibility hint describing what the ready button does. */
"aiming.readyButton.accessibilityHint" = "Descarta la ventana emergente sobre dirigir e inicia tu código.";

/* button title; finished aiming and ready to run program. */
"aiming.readyButton.text" = "Listo";

/* aiming image accessiblity, image shows a small Sphero with a blue tail light facing away from an arrow and towards a pair of shoes */
"aiming.spheroImage.accessibility" = "Zapatos detrás de un %@ con su luz trasera azul encendida. La luz trasera apunta a los zapatos y en dirección contraria a una flecha que indica hacia dónde rodará.";

/* title label for aiming */
"aiming.titleLabel.text" = "Dirigir a %@";

/* Assessment hint when the toy disconnects unexpectedly while code is running. */
"asessment.unexpectedDisconnect" = "¡Sphero está desconectado! Conecta a Sphero y ejecuta tu código para intentar de nuevo.";

/* image accessibility for basic enemies page */
"basicEnemies.imageAccessibility.basicEnemyImage" = "Dos enemigos gelatinosos con antenas y un enorme ojo.";

/* sphero bop it score label, %d is a score, ie, Score: 12 */
"bopIt.gameScoreLabel.text" = "Marcador: %d";

/* VoiceOver description of animated Sphero being shaken quickly with a nauseous facial expression. */
"bopIt.gestures.shake.voiceOverDescription" = "Sphero se sacude rápidamente, como atontado.";

/* VoiceOver description of animated Sphero spinning quickly with a dizzy facial expression. */
"bopIt.gestures.spin.voiceOverDescription" = "Sphero gira rápidamente. Parece mareado.";

/* VoiceOver description of animated Sphero being hit to the side and closing one eye. */
"bopIt.gestures.tap.voiceOverDescription" = "Sphero recibe un golpe en el costado y hace un gesto de dolor.";

/* VoiceOver description of animated Sphero jumping into the air while smiling. */
"bopIt.gestures.toss.voiceOverDescription" = "Sphero brinca hacia arriba y sonríe.";

/* VoiceOver description of an image of a Sphero */
"bopIt.spheroAnimation.default.voiceOverDescription" = "Sphero";

/* VoiceOver dscription of a Sphero inside a trophy cup with the number of points scored written on the trophy.  %@ is replaced with the type of trophy (Gold, Silver or Bronze), and %d is replaced with the number of points written on it. */
"bopIt.spheroAnimation.spheroInTrophy.voiceOverDescription" = "Un Sphero contento sentado en un trofeo de %1$@ con el número %2$d grabado";

/* VoiceOver description of a Sphero backflipping into a trophy cup when a game of BopIt ends.  %d is replaced with the number of points the player scored. %@ is the colour of a trophy, ie gold/silver */
"bopIt.spheroAnimation.winning.voiceOverDescription" = "Tu marcador es de %1$d puntos. Sphero da una voltereta hacia atrás y cae dentro de un trofeo de %2$@.";

/* bop it winning label title text, best result */
"bopIt.spheroWinString.best" = "¡Felicitaciones!\n¡Eres el mejor!";

/* bop it winning label title text, 2nd best result */
"bopIt.spheroWinString.big" = "¡Genial! ¡Eres increíble!";

/* bop it winning label title text, worst result */
"bopIt.spheroWinString.lowest" = "Qué pasó,\n¡puedes hacerlo mejor!";

/* bop it winning label title text, 2nd worst result */
"bopIt.spheroWinString.small" = "Nada mal.\nEres mejor de lo que te imaginas.";

/* VoiceOver description of an image of sphero shaking side to side quickly, with a nauseous facial expression. */
"bopIt.staticGesture.shake.voiceOverDescription" = "Un Sphero atontado con líneas que indican que recibió una sacudida.";

/* VoiceOver description of an image of a spinning sphero that looks dizzy. */
"bopIt.staticGesture.spin.voiceOverDescription" = "Un Sphero mareado con estrellas alrededor de su cabeza y flechas que indican que está girando.";

/* VoiceOver description of an image of a Sphero with one eye closed being hit to the side. */
"bopIt.staticGesture.tap.voiceOverDescription" = "Un Sphero recibiendo un golpe en el costado y haciendo un gesto de dolor.";

/* VoiceOver description of a smiling sphero with lines under it that show it's jumping into the air. */
"bopIt.staticGesture.toss.voiceOverDescription" = "Un Sphero contento que brinca hacia arriba";

/* bounce angle page image accessibility, image is a diagram showing various angles that Sphero will roll back at after a collision. */
"bounceAngle.diagram.accessibility" = "Diagrama de Sphero rebotando contra una pared. Una línea vertical que sale de Sphero, indicando un ángulo base de 180 grados. Dos líneas en ángulo que salen de Sphero formando un cono, indicando la dirección en la que se desplazará después del impacto. El límite izquierdo del cono indicando el valor mínimo transmitido a la función aleatoria. El límite derecho del cono indicando el valor máximo transmitido a la función aleatoria.";

/* assessment fail, user used an angle that was too large */
"bounceAngle.fail.angleTooLarge" = "¡Vaya! ¡Sphero está rebotando en ángulos bastante extraños! Intenta reducir el rango de tus valores aleatorios de rebote.";

/* assessment fail, user didn't call the random number function */
"bounceAngle.fail.noRandomNumber" = "No usaste la función `randomNumber`. Intenta usarla para generar el componente aleatorio del ángulo de rebote.";

/* assessment fail, user didn't start a roll after a collision event */
"bounceAngle.fail.noRoll" = "¡No le indicaste a Sphero que rodara después del impacto! Intenta llamar la función `roll`.";

/* title label for a sensor display, 'Heading' is direction, i.e/ Sphero's currenting heading is 180 degrees */
"bounceAngle.headingSensor.titleLabel" = "Orientación";

/* 180 degrees, indicating direction Sphero is rolling */
"bounceAngle.headingSensor.value" = "180°";

/* bounce angle diagram, 'max input' is the maximum value the user would input for a random number generator */
"bounceAngle.maxInput.text" = "valor máx";

/* bounce angle diagram, 'min input' is the minimum value the user would input for a random number generator */
"bounceAngle.minInput.text" = "valor mín";

/* random number input value placeholder */
"bounceAngle.sensorView.inputText" = "valor";

/* title label for maximum value user provides to random number function */
"bounceAngle.sensorView.maxInput.titleLabel" = "Máx";

/* title label for minimum value user provides to random number function */
"bounceAngle.sensorView.minInput.titleLabel" = "Mín";

/* title label, title for the total outgoing heading, where heading is direction. i.e/ 180 degrees + 32 (random number) = 112 degrees outgoing heading */
"bounceAngle.sensorView.outgoingTitle" = "Orientación de salida";

/* title label, title for the random number that was generated from the random function. */
"bounceAngle.sensorView.randomNumberTitle" = "Número aleatorio";

/* first part of a string splice. complete string is '180 + random (input to input), where the numbers are degrees and random (0 to 0) is a random number between 'input' and 'input' where inputs are user supplied numbers */
"bounceAngle.sensorView.randomSplice" = "+ aleatorio (de";

/* middle part of a string splice, complete string is '180 + random (input to input), where the numbers are degrees and random (0 to 0) is a random number between 'input' and 'input' where inputs are user supplied numbers */
"bounceAngle.sensorView.secondTextLabel" = "a";

/* last part of a string splice, complete string is '180 + random (input to input), where the numbers are degrees and random (input to input) is a random number between 'input' and 'input' where inputs are user supplied numbers */
"bounceAngle.sensorView.thirdTextLabel" = ")";

/* bounce angle sensor accessibility, initial state. */
"bounceAngle.sensorViews.accessibilityLabel" = "La orientación de salida será de 180 grados más un número aleatorio entre mín y máx.";

/* bounce angle sensor view accessibility, first %d is a randomly generated number, second %d is the final bounce angle. string reads ...plus the randomly generated 32 degrees, totalling 212 degrees. */
"bounceAngle.sensorViews.accessibilityLabelFinal" = "La orientación de salida fue de 180 grados más los %1$d grados generados aleatoriamente, dando un total de %2$d grados.";

/* bounce angle sensor accessibility, interim state before Sphero has collided. */
"bounceAngle.sensorViews.accessibilityLabelIncomplete" = "La orientación de salida será de 180 grados más un número aleatorio aún no calculado.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the next page' */
"bounceAngle.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* collision image accessibility */
"collision.accessibilityContainer.accessibilityLabel" = "Sphero impactándose contra una pared con un signo de exclamación sobre su cabeza y líneas de velocidad saliendo detrás.";

/* collision fail assessment, Sphero detected a collision, but user failed to update Spheros LED color. */
"collision.fail.noLEDChange" = "Aunque tu Sphero detectó un impacto, no estableciste el color de LED de Sphero. Intenta llamar `setMainLed(color: .red)` para establecer el color.";

/* collision sensor value, Impact Acceleration is how many 'g's the accelerometer measured when Sphero ran into a wall */
"collision.sensorDisplay.titleText" = "Aceleración de impacto";

/* collision impact acceleration sensor display accessibility label, %.1f g-forces is how hard the robot collided with the wall, in 'g's, ie 1.8g */
"collision.sensorView.accessbilityLabel" = "Aceleración de impacto. %.1f fuerzas g";

/* collision impact acceleration sensor display, %.1fg is how hard the robot collided with the wall, in 'g's, ie 1.8g */
"collision.sensorView.sensorValue" = "%.1f g";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Good Going! \nYour Sphero detected a collision, and you set the LED color!\n\nYou're all set for next page' */
"collision.success.pageComplete" = "### ¡Excelente esfuerzo! \n¡Tu Sphero detectó un impacto y estableciste su color de LED!\n\nEstás listo para pasar al [siguiente capítulo](@next).";

/* Instructions to update firmware */
"connection.firmware.instructions" = "Descarga la [app Sphero Edu](x-playgrounds-launch-app://com.sphero.sprk?iTunesID=1017847674) y conecta tu robot para actualizar su firmware.";

/* Connection view state -- connecting */
"connection.view.connecting" = "Conectando el robot";

/* Connection view state -- Robot cannot be used */
"connection.view.firmwareoutofdate" = "Conectar a un robot diferente";

/* Connection view state -- not connected */
"connection.view.noConnection" = "Conectar robot";

/* Connection view state -- searching for robots */
"connection.view.searching" = "Buscando robots";

/* Connection view state -- selecting a robot */
"connection.view.selecting" = "Selecciona un robot";

/* Name of unknown robot type */
"connection.view.unknown" = "???";

/* difficulty ramp assessment fail, `timerDuration` got too low. */
"difficultyRamp.fail.impossibleGame" = "¡Hiciste que tu juega fuera demasiado difícil! Para poder completar gestos, `timerDuration` no debe ser menor a `1.0`.";

/* difficulty ramp assessment fail, increased timer instead of decreasing it. */
"difficultyRamp.fail.increasedTimer" = "¡Hiciste que el juego fuera demasiado fácil! Reduce el valor de `timerDuration` para hacerlo más interesante.";

/* difficulty ramp assessment fail, didn't increase score. */
"difficultyRamp.fail.noScoreIncrease" = "Hiciste el gesto correctamente, pero no se incrementó el marcador. Incrementa la variable `score` en uno cada vez que completes un gesto.";

/* difficulty ramp assessment fail, didn't decrease `timerDuration`. */
"difficultyRamp.fail.noTimerDecrease" = "El valor de `score` se incrementó en cinco, pero no disminuiste la variable `timerDuration`.";

/* difficulty ramp assessment fail, increased score by more than 1. */
"difficultyRamp.fail.tooMuchScore" = "Incrementaste la variable `score` en más de uno. Solo recibes un punto al completar un gesto.";

/* difficulty ramp assessment fail, changed timer at the wrong time */
"difficultyRamp.fail.wrongTimerDecrease" = "Cambiaste la variable `timerDuration`, pero el marcador no ha cambiado. El cronómetro solo se debe actualizar cada cinco puntos.";

/* difficulty ramp assessment fail, changed timer at the wrong increment */
"difficultyRamp.fail.wrongTimerDecreaseTwo" = "Cambiaste la variable `timerDuration`, pero el marcador todavía no se ha incrementado en cinco. El cronómetro solo se debe actualizar cada cinco puntos.";

/* image accessibility, describing the image on screen. */
"difficultyRamp.imageAccessbility.label" = "Sphero está sentado hasta arriba de una escalera. Hay un caracol en el escalón más bajo y una liebre en el más alto, indicando los niveles de dificultad del juego.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYou have now finished the last step to for Sphero Bop It. Let's play the [full game]' */
"difficultyRamp.success.pageComplete" = "### ¡Felicidades!\nHas terminado el último paso de Sphero Bop It. Juguemos el [juego completo](@next).";

/* instructions for firmware update */
"firmware.moreInfoLabel.text" = "Pulsa para más información";

/* firmware update. toy needs an update */
"firmwareUpdate.bodyLabel.bb8Text" = "BB-8 necesita una actualización";

/* firmware update. toy needs an update */
"firmwareUpdate.bodyLabel.bb9eText" = "BB-9E necesita una actualización";

/* firmware update. toy needs an update */
"firmwareUpdate.bodyLabel.sprkText" = "SPRK+ necesita una actualización";

/* firmware update. toy needs an update */
"firmwareUpdate.bodyLabel.boltText" = "BOLT necesita una actualización";

/* firmware update. toy needs an update */
"firmwareUpdate.bodyLabel.miniText" = "Mini necesita una actualización";

/* accessibility for BB-8 firmware update */
"firmwareUpdate.image.bb8Accessibility" = "El robot BB-8 necesita una actualización. Flecha apuntando a la esquina superior derecha, indicando dónde pulsar.";

/* accessibility for BB-8 firmware update */
"firmwareUpdate.image.bb9eAccessibility" = "El robot BB-9E necesita una actualización. Flecha apuntando a la esquina superior derecha, indicando dónde pulsar.";

/* accessibility for sprk+ firmware update */
"firmwareUpdate.image.sprkAccessibility" = "Robot Sphero desconsolado con su antena caída. El robot requiere una actualización. Flecha apuntando a la esquina superior derecha de la pantalla, indicando en dónde pulsar.";

/* accessibility label for gyro sensor view, %d is how fast the robot is spinning in degrees per second,  ie 500 °/s */
"gyro.sensorView.accessibilityLabel" = "Velocidad de rotación, eje z. %d grados por segundo";

/* the z rotation speed of the robot, %d is a number, degrees per second, ie 500 °/s */
"gyro.sensorView.value.text" = "%d °/s";

/* heading image accessibility, image is a Sphero sitting on the corner of the dashed line square */
"heading.accessibilityContainer.accessibilityLabel" = "Sphero sentado en la esquina de un cuadrado punteado con flechas en dirección opuesta a las manecillas del reloj, que indican la dirección en la que Sphero debe rodar.";

/* heading fail assessment, user didn't use 90 degree corners for their square */
"heading.fail.differentCornerAngles" = "Todos los ángulos de un cuadrado miden 90 grados. Asegúrate de cambiar la orientación 90 grados cada vez que le digas a Sphero que ruede.";

/* heading fail assessment, user used different delays in their roll commands for the sides of the square. need equal delays to make a square */
"heading.fail.differentDelays" = "Indicaste tiempos de espera diferentes para cada lado del cuadrado. ¡Intenta usar los mismos tiempos de espera o podrías acabar haciendo un rectángulo!";

/* heading fail assessment, user didn't turn the robot in the same direction for each corner. must add 90 degrees for each roll function */
"heading.fail.differentDirections" = "Asegúrate que el robot voltee en la misma dirección en cada ocasión. Intenta incrementar la orientación en 90 grados cada vez que llames `roll`.";

/* heading fail assessment, user needs to use matching speeds in their roll functions, otherwise their square will be a rectangle */
"heading.fail.differentSpeeds" = "Asegúrate de usar la misma velocidad para cada lado del cuadrado. ¡De lo contrario, podrías acabar haciendo un rectángulo!";

/* heading fail assessment, user never called the roll function to start their Sphero */
"heading.fail.noRoll" = "Intenta decirle a Sphero que ruede con `roll(heading: 0.0, speed: 50.0)`";

/* heading fail assessment, user didn't add a wait function after rolling. Calling stop right after roll will cause Sphero to not move at all. */
"heading.fail.noRollWait" = "Le indicaste a Sphero que dejara de rodar inmediatamente después de ponerse en marcha. Intenta esperar a que ruede por un segundo, usando `wait(for: 1.0)`";

/* heading fail assessment, user never told their Sphero to stop rolling after calling the roll function */
"heading.fail.noStop" = "Olvidaste decirle a tu Sphero que dejara de rodar. ¡Seguirá rodando eternamente! Intenta llamar `stopRoll` al final de tu código.";

/* heading fail assessment, user didn't add a wait function after stopping. Sphero takes some time to come to a complete stop. */
"heading.fail.noStopWait" = "Le indicaste a Sphero que empezara a rodar inmediatamente después de detenerse. Intenta esperar un poco a que se detenga para que las esquinas de tu cuadrado sean perfectas.";

/* heading fail assessment, code had no mistakes but they didn't finish all four sides of the square */
"heading.fail.notASquare" = "Tu código se ejecutó sin problemas, pero no terminaste de hacer el cuadrado. Intenta agregar más llamadas a `roll`.";

/* heading fail assessment, user needs to call the `stopRoll` function between roll commands, otherwise their square will have rounded corners */
"heading.fail.roundedCorners" = "Asegúrate de detener a Sphero cada vez que le indiques que se ponga a rodar. De lo contrario, tu cuadrado no tendrá esquinas perfectas. Puedes detener a Sphero llamando `stopRoll`.";

/* accessibility for heading sensor view. %.0f is the direction the robot is heading in degrees. ie 130 degrees */
"heading.headingSensor.accessibilityLabel" = "Orientación. %0.f grados";

/* value of heading sensor readout, %.0f is the robots heading in degrees, ° is the symbol for degrees. */
"heading.headingSensor.sensorValue.text" = "%.0f°";

/* heading sensor title, heading is the direction Sphero is rolling */
"heading.headingSensor.titleLabel" = "Orientación";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYour Sphero rolled in a square! \nTry the next page' */
"heading.success.pageComplete" = "### ¡Felicidades! \n¡Tu Sphero rodó en forma de cuadrado! \n Dirígete a la [siguiente página](@next).";

/* accessibility for velocity sensor view. %.1f is the robots speed in centimeters per second, ie 13 cm/s */
"heading.velocitySensor.accessibilityLabel" = "Velocidad. %.1f centímetros por segundo";

/* velocity sensor title, velocity is how fast Sphero is rolling */
"heading.velocitySensor.titleLabel" = "Velocidad";

/* value of the velocity sensor readout, %.1f is the robots speed in centimeters per second, ie 13 cm/s */
"heading.velocitySesnor.sensorValue.text" = "%.1f cm/s";

/* accessibility for joysticks pitch sensor view. %.0f is the robots current pitch in degrees. ie 130 degrees */
"joystick.pitchSensor.accessibilityLabel" = "Cabeceo. %d grados";

/* value of joysticks pitch sensor readout, %.0f is the robots pitch in degrees, ° is the symbol for degrees. */
"joystick.pitchSensor.sensorValue.text" = "%d°";

/* joystick pitch sensor title label */
"joystick.pitchSensor.titleLabel.text" = "Cabeceo";

/* accessibility for joysticks roll sensor view. %.0f is the robots current roll in degrees. ie 130 degrees */
"joystick.rollSensor.accessibilityLabel" = "Alabeo: %d grados";

/* value of joystick's roll sensor readout, %.0f is the robots pitch in degrees, ° is the symbol for degrees. */
"joystick.rollSensor.sensorValue.text" = "%d°";

/* joystick roll sensor title label */
"joystick.rollSensor.titleLabel.text" = "Rodar";

/* Description of the direction a joystick is pointed when it is pushed down. */
"joystickDirection.down" = "abajo";

/* Description of the direction a joystick is pointed when it is pushed left. */
"joystickDirection.left" = "la izquierda";

/* Description of the direction a joystick is pointed when it is not pushed in any direction, i.e. 'no direction'. */
"joystickDirection.none" = "Ninguno";

/* Description of the direction a joystick is pointed when it is pushed right. */
"joystickDirection.right" = "la derecha";

/* Description of the direction a joystick is pointed when it is pushed up. */
"joystickDirection.up" = "arriba";

/* keeping score assessment fail. user increased points when locator hadn't increased past the defined threshold. Locator is Sphero's sensor that reports distance travelled, %d cm is distance travelled in centimeters, ie 132 cm */
"keepingScore.fail.badPointScored" = "Otorgaste un punto, pero el sensor de ubicación de Sphero reportó que estaba a menos de  %d cm del centro. Asegúrate que el valor de la variable `locatorY` sea superior a la distancia de separación antes de otorgar el punto al jugador.";

/* keeping score assessment fail. user didn't increase points when locator increased past the defined threshold. Locator is Sphero's sensor that reports distance travelled, %d cm is distance travelled in centimeters, ie 132 cm */
"keepingScore.fail.noPointScored" = "¡El sensor de ubicación de Sphero reportó que se desplazó más allá de %d cm pero no otorgaste ningún punto al jugador en turno! Intenta llamar a `player(number:scored:)` para incrementar el marcador.";

/* Keeping score assessment fail. User awarded the wrong player a point. */
"keepingScore.fail.wrongPlayerPoint" = "Otorgaste un punto al jugador incorrecto. Intenta usar la variable `currentPlayer` para determinar a quién se debe otorgar el punto.";

/* keeping score assessment fail, user didn't correctly update the score total. */
"keepingScore.fail.wrongScoreUpdate" = "El marcador se actualizó de forma incorrecta. Comprueba tu lógica e intenta de nuevo.";

/* keeping score page image accessibility, image is Sphero sitting on a scoreboard. Scoreboard is showing player 1 winning with 3 points and player 2 with 1 point */
"keepingScore.scoreboardImage.accessibility" = "Sphero sentado en un marcador mostrando tres puntos para el jugador 1 y un punto para el jugador 2.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the next page' */
"keepingScore.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Wasn't that fun? Tap the \"PLAY AGAIN\" button, or move on to the next page' */
"originalPong.success.pageComplete" = "¿A poco no fue divertido? Pulsa el botón \"JUGAR DE NUEVO\", o pasa a la [siguiente página](@next).";

/* VoiceOver accessibility hint for pong paddle. */
"OriginalPong_AccessibilityHintPaddle" = "Barra";

/* VoiceOver message when a player scores a point in original pong */
"OriginalPong_AccessibilityScorePointMessage" = "El Sphero evadió la barra del jugador %1$d, otorgando un punto al jugador %2$d.";

/* Accessibility hint for 8-bit Sphero image in original pong. */
"OriginalPong_AccessibilitySpheroHint" = "Sphero de 8 bits";

/* VoiceOver message when lightning strikes Sphero in original pong. */
"OriginalPong_LightningVoiceOverMessage" = "Un relámpago cae sobre Sphero. Sphero está en llamas.";

/* Button to play another game of pong after a game is played. */
"OriginalPong_PlayAgainButton" = "JUGAR DE NUEVO";

/* Message prompting the user to run their code in order to play a game of pong. */
"OriginalPong_PlayButton" = "EJECUTA EL CODIGO PARA JUGAR";

/* VoiceOver description of the number of points a player has in original pong. */
"OriginalPong_PlayerScoreAccessibilityHint" = "Marcador del jugador %d";

/* VoiceOver description of original pong game before game is started. */
"OriginalPong_PongGameAccessibilityDescription" = "Este es un juego de Pong. Un Sphero sentado entre dos barras. Ejecuta tu código para jugar.";

/* VoiceOver description of original pong game while it is active. */
"OriginalPong_PongGameActiveAccessibilityDescription" = "Un Sphero rebota de ida y vuelta entre dos barras. Pulsa dos veces y continúa presionando para controlar la barra del jugador 1 deslizando hacia arriba y hacia abajo. Si tienes problemas para ver a Sphero, desliza hacia arriba con tres dedos para activar el modo de sonido.";

/* Message prompting user to touch a paddle in original pong to control it. */
"OriginalPong_TouchPaddle" = "TOCA LA BARRA PARA JUGAR";

/* Message when a player wins a game of pong. \"%d\" is replaced with the winning player, 1 or 2. */
"OriginalPong_WinningMessage" = "¡EL JUGADOR\n%d GANO!";

/* Assessment hint when the user's code has an enemy move away from Sphero. %@ is replaced with the swift code for the direction which won't be translated (code isn't translated). */
"pacMan.advancedEnemyAssessment.moveAwayFromSphero" = "¡Tu código estableció la dirección del enemigo en `.%@`, pero Sphero no está hacia ese lado! Comprueba que tu código elija la dirección correctamente.";

/* Assessment hint when the user's code has an enemy move into a wall. %@ is replaced with the swift code for the direction which won't be translated (code isn't translated). */
"pacMan.advancedEnemyAssessment.moveTowardsWall" = "¡Tu código estableció la dirección del enemigo en `%@`, pero hay una pared en esa dirección! Asegúrate de usar la función `canMove` antes de establecer la dirección del enemigo.";

/* Assessment hint when the user's code doesn't change the enemy's direction but it should.  %1$@ is replaced with the swift code for the direction, and %2$@ and %3$@ are replaced with swift code variable names. None of these replacements are translated (code isn't translated). */
"pacMan.advancedEnemyAssessment.noChange" = "Tu código no cambió la dirección del enemigo, aunque debió establecerla en `%1$@` ya que esa dirección apunta hacia Sphero. Comprueba que tu código compare a `%2$@` con `%3$@` y establezca así la dirección de Sphero.";

/* advanced enemy assessment success message, ## is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYou've coded an advanced enemy! \nOn to the [next page]  ' */
"pacMan.advancedEnemyAssessment.pass" = "### ¡Felicidades! \n¡Acabas de codificar un enemigo avanzado! \nPasa a la [siguiente página](@next).";

/* `enemyDirection`, `turnLeft`, `turnRight` and `turnAround` are swift code and should not be translated. */
"pacMan.advancedEnemyAssessment.turnInsteadOfSetDirection" = "En esta página, tu código debe establecer la dirección del enemigo cambiando la variable `enemyDirection` en vez de usar las funciones `turnLeft`, `turnRight` y`turnAround` aprendidas en la página anterior.";

/* Basic Enemies assessment hint when the user's code for the first enemy does anything other than turn right. */
"pacMan.basicEnemiesAssessment.firstEnemy.wrongDirection" = "El primer enemigo siempre debe voltear hacia la derecha. Intenta llamar `turnRight` en el código del primer enemigo.";

/* basic enemies assessment success message, ## is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYou've coded some simple enemies!  \nOn to the [next page]' */
"pacMan.basicEnemiesAssessment.pass" = "### ¡Felicidades! \n¡Acabas de codificar algunos enemigos simples! \nPasa a la [siguiente página](@next).";

/* Basic Enemies assessment hint when the second enemy only turns in one direction. %@ is replaced with a direction, either Left or Right. */
"pacMan.basicEnemiesAssessment.secondEnemy.onlyOneDirection" = "¡El segundo enemigo sólo voltea hacia la %@! Debe elegir de formar aleatoria si voltea hacia la derecha o la izquierda.";

/* Basic Enemies assessment hint when the second enemy mostly turns in one direction. %@ is replaced with a direction, either Left or Right. */
"pacMan.basicEnemiesAssessment.secondEnemy.preferredDirection" = "¡El segundo enemigo por lo general voltea hacia la %@! Debe voltear hacia la derecha o la izquierda con la misma probabilidad. Intenta usar el resultado de `randomNumber(min: 0, max: 1)` para elegir en qué dirección voltear.";

/* Basic Enemies assessment hint when the user's code for the second enemy does anything other than turn right or left. */
"pacMan.basicEnemiesAssessment.secondEnemy.wrongDirection" = "El segundo enemigo siempre debe voltear hacia la izquierda o la derecha. Asegúrate que su código llame alguna de estas dos opciones en toda ocasión.";

/* VoiceOver Description of pac-man sphero rolling at an increasing speed and jumping over part of the level */
"pacman.boostAccessibilityDescription" = "Sphero se acelera y salta al otro lado del nivel.";

/* game over text label */
"pacman.gameOver.text" = "FIN DEL JUEGO";

/* VoiceOver description of second part of pac man losing animation. */
"pacman.laughingEnemyDescription" = "Un enemigo aparece en pantalla y se ríe de ti.";

/* VoiceOver description of pac man losing animation. */
"pacman.loseAnimationDescription" = "Sphero se mueve por toda la pantalla mientras lo persiguen los enemigos.";

/* pacman score label, %d is a number, SCORE: 243 */
"pacman.scoreLabel.text" = "MARCADOR: %d";

/* VoiceOver description of pac man winning animation. */
"pacman.winAnimationDescription" = "Sphero aparece brincando por la derecha. Un trofeo aparece volando por la izquierda. Sphero aterriza en el trofeo, haciéndolo caer al suelo con Sphero adentro.";

/* winning label for pac man game */
"pacman.winningLabel.text" = "¡GANASTE!";

/* First assessment hint on final page when the user loses in the first level. */
"pacManFullGameAssessment.fail.firstHint" = "¡Fin del juego! Ejecuta tu código para intentar de nuevo. ¡Intenta pasar el primer nivel!";

/* Second assessment hint on final page when the user loses in the first level. */
"pacManFullGameAssessment.fail.secondHint" = "¡Si sientes que el juego es demasiado difícil, puedes cambiar el código para que los enemigos den menos batalla!";

/* Success message on final page when the user wins the game. %d is replaced with a number and shouldn't be localized. (@next) is a link and shouldn't be localized, but [next page] *should* be localized. */
"pacManFullGameAssessment.firstLevelWin" = "¡Buen trabajo, alcanzaste el nivel %d! Ejecuta tu código para intentar de nuevo, o pasa a la [siguiente página](@next).";

/* Assessment hint on pac man power-up page when the enemy touches sphero before all dots are collected. */
"pacManPowerUpAssessment.caughtByEnemy" = "¡El enemigo capturó a Sphero! Intenta obtener el poder especial y comer todos los puntos antes de que el enemigo te atrape.";

/* `disablePowerup` and `enablePowerup` are swift code and shouldn't be translated. */
"pacManPowerUpAssessment.disabledBeforeEnable" = "Llamaste `disablePowerup` antes de llamar `enablePowerup`. `disablePowerup` solo se debe llamar `10` segundos después de que los poderes especiales se activen.";

/* Assessment hint on pac man power-up page when `disablePowerup` is called twice. */
"pacManPowerUpAssessment.doubleDisable" = "¡Tu código llamó `disablePowerup` dos veces! Solo se debe llamar una vez.";

/* Assessment hint on pac man power-up page when enablePowerup() is called twice. */
"pacManPowerUpAssessment.doubleEnable" = "¡Tu código llamó `enablePowerup` dos veces! Solo se debe llamar una vez.";

/* Hint on pac man power-up page when Sphero collects a power-up but the powerupEnabled function isn't called immediately. */
"pacManPowerUpAssessment.enabledTooLate" = "¡Sphero se comió un poder especial, pero el poder no se activó de inmediato! Asegúrate de llamar la función `enablePowerup` tan pronto como Sphero se coma el poder especial.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYou beat the game! \nWhen you're done playing, proceed to the [next page]' */
"pacManPowerUpAssessment.fullGameWin" = "### ¡Felicidades! \n¡Ganaste el juego! \nCuando termines de jugar, pasa a la [siguiente página](@next).";

/* Assessment hint when the user's code changes the score after waiting. */
"pacManPowerUpAssessment.lateScore" = "¡Incrementaste el marcador en la cantidad correcta, pero se incrementó de nuevo tras la espera! Cuando te comas un poder especial, tu marcador se debe incrementar en `10` unidades solo una vez.";

/* Assessment hint on pac man power-up page when the user fails to call the `disablePowerup` function. */
"pacManPowerUpAssessment.noPowerupDisable" = "¡Tu código llamó `enablePowerup` pero nunca llamó `disablePowerup`! Tu código siempre debe llamar `disablePowerup` 10 segundos después de llamar `enablePowerup`.";

/* Hint on pac man power-up page when Sphero collects a power-up but the score isn't increased. */
"pacManPowerUpAssessment.noScoreChange" = "¡Sphero se comió un poder especial, pero el marcador no se incrementó de inmediato! Asegúrate de incrementar el marcador en 10 tan pronto como Sphero se coma un poder especial.";

/* Assessment hint on pac man power-up page when the user's code doesn't wait between enabling and disabling a power-up. */
"pacManPowerUpAssessment.noWait" = "Tu código llamó `disablePowerup` inmediatamente después de llamar `enablePowerup`. ¡El poder especial no entrará en acción si se desactiva de inmediato! Intenta llamar `wait(for: 10)` antes de llamar `disablePowerup`.";

/* ## is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYou collected the power-ups and defeated the enemy!! \nOn to the [next page]' */
"pacManPowerUpAssessment.pass" = "### ¡Felicidades! \n¡Te comiste todos los poderes especiales y derrotaste al enemigo! \nPasa a la [siguiente página](@next).";

/* Assessment hint on pac man powerup page when the user's code takes too long to complete. */
"pacManPowerUpAssessment.userCodeNotFinished" = "¡Tu código no terminó de ejecutarse después de 10 segundos! Asegúrate que solo espere durante 10 segundos.";

/* Assessment hint on pac man power-up page when the wrong number of points are awarded for collecting a power-up. */
"pacManPowerUpAssessment.wrongValue" = "¡Incrementaste el marcador, pero por la cantidad equivocada! Debes incrementarse en`10` tan pronto como Sphero se coma un poder especial.";

/* Assessment hint on pac man power-up page when the user's code waits for the wrong amount of time between enabling and disabling a power-up. */
"pacManPowerUpAssessment.wrongWait" = "¡El tiempo transcurrido entre que tu código llamó `enablePowerup` y `disablePowerup` no fue de 10 segundos! Asegúrate que espere exactamente 10 segundos.";

/* Assessment hint on pac man scoring page when the enemy touches sphero before all dots are collected. */
"pacManScoringAssessment.caughtByEnemy" = "¡El enemigo capturó a Sphero! Intenta comer todos los puntos antes que el enemigo te atrape.";

/* Assessment hint on pac man scoring page when the user calls the winTheGame() function before the game is over. */
"pacManScoringAssessment.earlyWin" = "¡Llamaste la función `winTheGame` antes de tiempo! ¡Sphero no se ha comido todos los puntos! Asegúrate de no llamar `winTheGame` hasta que el valor de la variable `remainingDotCount` llegue a cero.";

/* Assessment hint on pac man scoring page when Sphero collects a dot but the remainingDotCount variable isn't decremented. */
"pacManScoringAssessment.noDotCountChange" = "Sphero se comió un punto, pero la variable `remainingDotCount` no se cambió. Asegúrate de reducir la variable `remainingDotCount` una unidad cada vez que Sphero se coma un punto.";

/* Hint on pac man scoring page when Sphero collects a dot but the score isn't incremented. */
"pacManScoringAssessment.noScoreChange" = "¡Sphero se comió un punto, pero el marcador no se movió! Asegúrate de incrementar el marcador una unidad cuando Sphero se coma un punto.";

/* Assessment hint on pac man scoring page when the game is completed but the user doesn't call the winTheGame() function. */
"pacManScoringAssessment.noWin" = "¡Sphero ya se comió todos los puntos, pero no llamaste la función `winTheGame`! Asegúrate de llamar `winTheGame` cuando la variable `remainingDotCount` llegue a cero.";

/* ## is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nYou collected all the dots and won the game! \nOn to the next page' */
"pacManScoringAssessment.pass" = "### ¡Felicidades! \n¡Te comiste todos los puntos y ganaste el juego! \nPasa a la [siguiente página](@next).";

/* Assessment hint on pac man scoring page when the remainingDotCount variable is changed by the wrong amount. */
"pacManScoringAssessment.remainingCount.wrongValue" = "¡Cambiaste la variable `remainingDotCount` con la cantidad equivocada! Asegúrate de reducirla en uno cada vez que Sphero se coma un punto.";

/* Assessment hint on pac man scoring page when the wrong number of points are awarded for collecting a dot. */
"pacManScoringAssessment.wrongValue" = "¡Incrementaste el marcador con la cantidad equivocada! Cada punto comido vale solo una unidad.";

/* localize 'You've completed Sphero Pong!' */
"playBopIt.success.pageComplete" = "¡Completaste Sphero Bop It!";

/* localize 'You've completed Sphero Pong!' */
"playSpheroPong.success.pageComplete" = "¡Completaste Sphero Pong!";

/* power up image accessibility. */
"powerup.imageAccessibility.powerUpImage" = "Sphero emocionado rodando hacia la derecha atravesando puntos para comerse el poder especial de relámpago, con círculos detrás indicando movimiento.";

/* random game assessment failure, never called `randomNumber` function. */
"randomGame.fail.gameOver" = "Necesitas completar tres gestos. ¡Intenta de nuevo!";

/* random game assessment failure, never called `randomNumber` function. */
"randomGame.fail.noRandomFunction" = "No llamaste la función `randomNumber`. ¡Intenta usar esta función para generar un gesto aleatorio!";

/* random game assessment failure, user's `pickNextGesture` function was not random enough. %@ is a gesture name. ie: 'toss' */
"randomGame.fail.notRandom" = "Tu función `pickNextGesture` no fue lo demasiado aleatoria. ¡El gesto %@ fue muy poco utilizado! Asegúrate de utilizar todos los valores para `availableGestures`.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], Congratulations\nGreat job on randomizing the gestures. On to the [next page]' */
"randomGame.success.pageComplete" = "### ¡Felicidades! \nHiciste un excelente trabajo en aleatorizar los gestos. Pasa a la [siguiente página](@next).";

/* randomize game page accessibility, string describes an image on screen. */
"randomizeGame.machine.accessibility" = "Una máquina llenándose con los diversos gestos, despachando uno de ellos aleatoriamente.";

/* real world setup accessibility, describes a dashed path going from a pair of shoes to another pair of shoes, indicating a path the Sphero will roll. */
"realWorld.accessibilityContainer.accessibilityLabel" = "Sphero rueda de los zapatos del jugador 1 a los zapatos del jugador 2, dejando un camino detrás.";

/* real world setup image accessibility, image is a piece of tape used to mark where player 1 should stand. */
"realWorld.bottomRuler.accessibility" = "Un pedazo de cinta de laberinto Sphero, indicando los límites inferiores de Sphero Pong.";

/* real world setup image accessibility, image is a pair of blue shoes. */
"realWorld.bottomShoes.accessibility" = "Los zapatos azules del jugador 1 colocados detrás del pedazo inferior de la cinta de laberinto.";

/* real world page assessment failure, user tried to set the `distanceApart` variable to something more than 250 cm */
"realWorld.fail.boardTooBig" = "¡Tu área de juego es demasiado grande! Establece `distanceApart` en 250 cm como máximo.";

/* real world page assessment failure, user tried to set the `distanceApart` variable to something less than 150 cm */
"realWorld.fail.boardTooSmall" = "¡Tu área de juego es demasiado pequeña! Establece `distanceApart` en 150 cm como mínimo.";

/* real world page assessment fail, user didn't reach the target distance. first %.1f is the target distance in cm the second %.1f is how far the robot rolled in cm. */
"realWorld.fail.distanceFail" = "Aunque calculaste dirigirlo por %1$.1f cm, Sphero rodó %2$.1f cm. ¡Intenta ajustar tu velocidad o demora de `roll` para alcanzar tu objetivo!";

/* assessment failure, Sphero was never told to start rolling.  */
"realWorld.fail.noRoll" = "No le indicaste a Sphero que se pusiera a rodar. Intenta llamar la función `roll`.";

/* assessment failure, Sphero was never told to stop rolling. */
"realWorld.fail.noStop" = "No le indicaste a Sphero que dejara de rodar. Intenta llamar la función `stopRoll`.";

/* assessment failure, user told Sphero to roll too slowly, 50 is the minimum speed */
"realWorld.fail.tooSlow" = "¡Sphero necesita más velocidad para jugar Pong! ¡Intenta usar una velocidad de por lo menos 50.0 en tu función `roll`!";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Nice work! Your game area is set up. You can adjust the size of your game area or continue on to the next page.' */
"realWorld.success.pageComplete" = "### ¡Buen trabajo! Tu área de juego está preparada. Puedes ajustar su tamaño o pasar a la [siguiente página](@next).";

/* real world setup image accessibility, image is a piece of tape used to mark where player 2 should stand. */
"realWorld.topRuler.accessibility" = "Un pedazo de cinta de laberinto Sphero, indicando el límite superior de Sphero Pong.";

/* real world setup image accessibility, image is a pair of red shoes. */
"realWorld.topShoes.accessibility" = "Los zapatos rojos del jugador 2 colocados detrás del pedazo superior de la cinta de laberinto.";

/* real world page accessibility for sensor view. %.1f is how far Sphero has travelled this run of the program in centimeters, example string: 153.5 cm */
"realWorldSetup.sensorView.accessibility" = "Distancia recorrida. %.1f centímetros";

/* how far Sphero has travelled this run of the program in centimeters, example string: 153.5 cm */
"realWorldSetup.sensorView.sensorValue" = "%.1f cm";

/* real world setup, sensor view header label, tracks sphero's distance */
"realWorldSetup.sensorView.titleLabel.text" = "Distancia recorrida";

/* roll page image accessbility, image is of rolling to the right */
"roll.accessibilityContainer.MovingAccessibility" = "Sphero está rodando hacia la derecha con círculos detrás indicando movimiento.";

/* roll page image accessbility, image is of Sphero sitting in the middle of the screen */
"roll.accessibilityContainer.NoSpeedAccessibility" = "Sphero está estacionario.";

/* zero delay fail assessment */
"roll.fail.zeroDelay" = "¡Sphero no se esperó! Intenta usar una demora más larga en tu función `wait`.";

/* zero speed fail assessment */
"roll.fail.zeroSpeed" = "¡Sphero no se movió! Intenta usar una velocidad mayor en tu función `roll`.";

/* roll velocity sensor accesibility, %.0f is how fast the robot is travelling in centimeters per second, i.e. 13 cm/s */
"roll.sensorView.accesibilityText." = "Velocidad. %.0f centímetros por segundo";

/* roll velocity sensor display, %.0f is how fast the robot is travelling in centimeters per second, i.e. 13 cm/s */
"roll.sensorView.sensorValue" = "%.0f cm/s";

/* sensor view title label, title for how fast Sphero is travelling */
"roll.sensorView.title" = "Velocidad";

/* second roll success message, change wait function delay and run again */
"roll.success.changeDelay" = "¡Buen trabajo, modificaste la velocidad! Ahora intenta cambiar el tiempo de demora de `3.0` a otro valor, y después ejecuta el programa de nuevo.";

/* first roll success message, increase robot speed and run program again */
"roll.success.changeSpeed" = "¡Muy bien, ejecutaste tu código! Ahora intenta cambiar la velocidad de `50.0` a otro valor, y ejecuta el programa de nuevo.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the next page' */
"roll.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* image accessibility text. Image is of Sphero rolling to the right collection dots. */
"scoring.imageAccessibility.scoringImage" = "Sphero está rodando hacia la derecha, comiendo puntos para incrementar el marcador y con círculos detrás indicando movimiento.";

/* shake assessment failure, user didn't increment their `tapCount` variable when a collision occured. */
"shake.fail.noTapIncrease" = "Sphero detectó un impacto, pero no incrementaste el valor de `collisionCount`. Intenta incrementar `collisionCount` en tu función 'onCollision'.";

/* shake assessment failure, user didn't reset `tapCount` after the timer went off. */
"shake.fail.noTapReset" = "Pasaron %d segundos entre eventos de impacto. La variable `collisionCount` debió haber sido restablecida en uno.";

/* shake assessment failure, user did not update their `lastTapTimeStamp` variable */
"shake.fail.noTimeUpdate" = "No actualizaste la variable `lastCollisionTimeStamp` después de que Sphero detectara un impacto. Intenta actualizar `lastCollisionTimeStamp` usando `data.timestamp`.";

/* shake assessment failure, call `gestureComplete` function.. */
"shake.fail.noWin" = "La variable `collisionCount` llegó a tres, pero no llamaste la función `gestureComplete`.";

/* shake assessment failure, user called `gestureComplete` too early. */
"shake.fail.wrongCount" = "Llamaste `gestureComplete`, pero la variable `collisionCount` no llegó a tres.";

/* shake assessment failure, user called the `gestureComplete` function with the wrong parameter. */
"shake.fail.wrongGesture" = "Llamaste la función `gestureComplete`, pero no completaste el gesto Sacudir.";

/* shake gesture title */
"shake.gesture.title" = "Agitar";

/* shake impact acceleration sensor display, %.1fg is how hard the collision was, in 'g's, ie 1.8 g */
"shake.sensorView.sensorValue" = "%.1f g";

/* title for impact acceleration sensor view */
"shake.sensorView.titleLabel.text" = "Aceleración de impacto";

/* accessibility for the shake detection view, first %d is number of shakes detected out of second %d total shakes required, ie 2 of 3 shakes detected. 3rd %.1f is the g-force of the current shake. ie 1.2 gs */
"shake.shakeCounter.accessibilityLabel" = "Detección de sacudida. %1$d de %2$d sacudidas detectadas. Aceleración de impacto. %3$.1f fuerzas g.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Nice work! \nYou've built the four gestures for the game! On to the next page' */
"shake.success.pageComplete" = "### ¡Buen trabajo! \n¡Has compilado los cuatro gestos del juego! Pasa a la [siguiente página](@next).";

/* First hint given to the user on the joystick page when their code shouldn't detect joystick movement but it does. %@ is replaced with the joystick direction the user's code outputted. ie 'both small but your code returned `.left` */
"simpleControls.assessment.falsePositive.first" = "Las variables `roll` y `pitch` tenían un valor inferior, pero tu código devolvió `%@`.";

/* Second hint given to the user on the joystick page when their code shouldn't detect joystick movement but it does. */
"simpleControls.assessment.falsePositive.second" = "Asegúrate que tu código devuelva `.none` cuando tanto `roll` como `pitch` tengan un valor entre `-angleThreshold` y `angleThreshold`.";

/* ### is bold indicator.Success message for joystick page. Translate: 'Great!\n Your code detected each direction correctly. Try the [next page] */
"simpleControls.assessment.pass" = "### ¡Excelente!\nTu código detectó cada dirección correctamente. Pasa a la [siguiente página](@next).";

/* First hint given to the user on the joystick page when their code detects a joystick movement in the wrong direction. %1$@ (roll/pitch) and %2$d (26 degrees) are replaced with a variable name and its value (the variable is what determines the direction of the joystick movement), and %3$@ (.left) and %4$@ (.right) are replaced with the result of the user's code and the expected result respectively. Example output: The `roll` variable was `27` but your code returned `.left` instead of `.right`! */
"simpleControls.assessment.wrongDirection.first" = "¡La variable `%1$@` era `%2$d`, pero tu código devolvió `%3$@` en vez de `%4$@`!";

/* Second hint given to the user on the joystick page when their code detects a joystick movement in the wrong direction.  This explains how to fix the code. %1$@ is replaced with the variable used to determine the joystick direction. %2$@ is the correct direction. example outout: Make sure your code checks if the `pitch` variable is smaller than `angleThreshold` and returns `.up`. */
"simpleControls.assessment.wrongDirection.second.negative" = "Asegúrate que tu código compruebe que la variable `%1$@` tenga un valor inferior a `angleThreshold` y devuelva `%2$@`.";

/* Second hint given to the user on the joystick page when their code detects a joystick movement in the wrong direction.  This explains how to fix the code. %1$@ is replaced with the variable used to determine the joystick direction. .%2$@ is the correct direction. example outout: Make sure your code checks if the `roll` variable is greater than `angleThreshold` and returns `.left`. */
"simpleControls.assessment.wrongDirection.second.positive" = "Asegúrate que tu código compruebe que la variable `%1$@` tenga un valor superior a `angleThreshold` y devuelva `%2$@`.";

/* color for highlighting a directional arrow */
"simpleControls.correctDirectionColor" = "verde";

/* keypad accessibility, image of 4 arrow directions on laid out like a keyboard. */
"simpleControls.keypad.accessibility" = "Teclado. Sin direcciones resaltadas.";

/* keypad accessibility, image of 4 arrow directions on laid out like a keyboard. The %1$@ is a one of the directional arrows and %2$@ is a color ie: Keypad. Up highlighted green. */
"simpleControls.keypad.directionAccessibility" = "Teclado. %1$@ resaltado en %2$@.";

/* color for highlighting a directional arrow */
"simpleControls.wrongDirectionColor" = "rojo";

/* sphero changed directions to be travelling down */
"spheroPacMan.accessibility.movedDown" = "Sphero se está moviendo hacia abajo.";

/* sphero changed directions to be travelling left */
"spheroPacMan.accessibility.movedLeft" = "Sphero se está moviendo hacia la izquierda.";

/* sphero changed directions to be travelling right */
"spheroPacMan.accessibility.movedRight" = "Sphero se está moviendo hacia la derecha.";

/* sphero changed directions to be travelling up */
"spheroPacMan.accessibility.movedUp" = "Sphero se está moviendo hacia arriba.";

/* directions sphero can move accessibility string. %@ is a joined string ie: 'Can Move: Up, Right' */
"spheroPacMan.accessibility.movement" = "Se puede mover hacia: %@";

/* accessibility for the sphero pac man board. */
"spheroPacMan.gameboard.accessibility" = "El tablero de juego de Sphero Pac-Man. Sphero debe rodar por todos lados para comerse los puntos mientras evade los enemigos.";

/* accessibility label for number of lives remaining */
"spheroPacMan.livesView.accessibilityText" = "Quedan %d vidas.";

/* score label text, %d is their score. ie, Score: 23 */
"spheroPacMan.scoreLabel.text" = "Marcador: %d";

/* VoiceOver message for restarting volley in Sphero pong. %d is replaced with 1 or 2. */
"SpheroPong_AccessibilityRestartVolleyMessage" = "Pon a Sphero frente al jugador %1$d y dirígelo al jugador %2$d";

/* VoiceOver message when Sphero rolls towards a player in Sphero pong. */
"SpheroPong_AccessibilityRollMessage" = "Sphero rueda hacia el jugador %d";

/* VoiceOver message when a player scores a point in Sphero Pong. */
"SpheroPong_AccessibilityScorePointMessage" = "El jugador %1$d anotó. Sphero cae desde arriba, rebota en el suelo y golpea el marcador del jugador %1$d, cambiándolo de %3$d a %2$d";

/* VoiceOver message when a player wins a game of Sphero pong. %d is replaced with 1 or 2 depending on who won. */
"SpheroPong_AccessibilityWinMessage" = "El jugador %d ganó";

/* Label under players' scores in Sphero pong. %d is replaced with 1 or 2. */
"SpheroPong_PlayerLabel" = "JUGADOR %d";

/* VoiceOver message for restarting volley in Sphero pong. %d is replaced with 1 or 2. */
"SpheroPong_ResetMessage" = "Pon a Sphero frente al jugador %1$d\ny dirígelo al jugador %2$d";

/* Title of message prompting user to place Sphero in the middle of the playfield */
"SpheroPong_ResetMessageTitle" = "¡ES HORA DE REINICIAR!";

/* Scoring message for Sphero pong. %d is replaced with 1 or 2. */
"SpheroPong_ScoringMessage" = "¡EL JUGADOR %d\nANOTO!";

/* VoiceOver description of sound mode in original pong. Sound mode is an accessibility feature which plays sounds to tell the user where the ball is relative to the paddle. */
"SpheroPong_SoundModeAccessibilityExplanation" = "Una pulsación sonará cuando Sphero ruede hacia tu barra. Un tono agudo indica que Sphero está por encima de tu barra, mientras que un tono grave indica que está por debajo. Mientras más fuerte y rápida sea la pulsación, más lejos estará Sphero de tu barra.";

/* VoiceOver message when sound mode is turned off in original pong. Sound mode is an accessibility feature which plays sounds to tell the user where the ball is relative to the paddle. */
"SpheroPong_SoundModeOffAccessibilityMessage" = "Modo de sonido apagado.";

/* VoiceOver message when sound mode is turned on in original pong. Sound mode is an accessibility feature which plays sounds to tell the user where the ball is relative to the paddle. */
"SpheroPong_SoundModeOnAccessibilityMessage" = "Modo de sonido encendido.";

/* VoiceOver description of a stopwatch that counts down in between rounds of SpheroPong */
"SpheroPong_TimerAccessibilityDescription" = "Un cronómetro mostrando un conteo regresivo";

/* VoiceOver description of the winning image in sphero pong */
"SpheroPong_TrophyImageDescription" = "Un Sphero emocionado se sienta dentro de un trofeo mientras pasan estrellas por detrás";

/* Label in between the 2 players' labels (PLAYER 1 and PLAYER 2) in Sphero pong */
"SpheroPong_VS" = "VS";

/* Message when a player wins Sphero pong. %d is replaced with 1 or 2. */
"SpheroPong_WinningMessage" = "¡EL JUGADOR %d GANO!";

/* VoiceOver description of Sphero pong game in action. */
"SpheroPongScene_RollingPlayAreaDescription" = "Un Sphero moviéndose rápidamente con líneas detrás surcando la pantalla.";

/* VoiceOver description of Sphero pong game. */
"SpheroPongScene_StoppedPlayAreaDescription" = "Un Sphero con líneas detrás moviéndose por la pantalla";

/* VoiceOver description of Sphero simulator. */
"SpheroSimulator_AccessibilityDescription" = "Una simulación de Sphero rodando por ahí mientras lo comandas.";

/* Accessibility hint for Sphero image in Sphero simulator. */
"SpheroSimulator_AccessibilitySpheroHint" = "Sphero";

/* VoiceOver description for Sphero heading Backward */
"SpheroSimulator_AngleDescription_Backward" = "atrás";

/* VoiceOver description for Sphero heading Backward Left */
"SpheroSimulator_AngleDescription_BackwardLeft" = "atrás a la izquierda";

/* VoiceOver description for Sphero heading Backward Right */
"SpheroSimulator_AngleDescription_BackwardRight" = "atrás a la derecha";

/* VoiceOver description for Sphero heading Forward */
"SpheroSimulator_AngleDescription_Forward" = "adelante";

/* VoiceOver description for Sphero heading Forward Left */
"SpheroSimulator_AngleDescription_ForwardLeft" = "adelante a la izquierda";

/* VoiceOver description for Sphero heading Forward Right */
"SpheroSimulator_AngleDescription_ForwardRight" = "adelante a la derecha";

/* VoiceOver description for Sphero heading Left */
"SpheroSimulator_AngleDescription_Left" = "la izquierda";

/* VoiceOver description for Sphero heading Right */
"SpheroSimulator_AngleDescription_Right" = "la derecha";

/* VoiceOver description of Sphero detecting a collision. */
"SpheroSimulator_CollisionMessage" = "Sphero detectó un impacto.";

/* VoiceOver description for Sphero rolling */
"SpheroSimulator_RollActionDescription" = "rueda";

/* VoiceOver description for Sphero rolling quickly */
"SpheroSimulator_RollQuicklyActionDescription" = "rueda con rapidez";

/* VoiceOver description for Sphero rolling slowly */
"SpheroSimulator_RollSlowlyActionDescription" = "rueda lentamente";

/* VoiceOver description for Sphero action. %1$@ is replaced with an action and %2$@ is replaced with a direction (e.g. Sphero rolls quickly heading forward-left) */
"SpheroSimulator_SpheroActionMessage" = "Sphero %1$@ hacia %2$@";

/* VoiceOver description for Sphero stopping */
"SpheroSimulator_StopActionDescription" = "Sphero se detiene";

/* spin assessment failure, user never completed the spin gesture. */
"spin.fail.noGestureComplete" = "Sphero estaba girando más rápido que tu umbral, pero no llamaste la función `gestureComplete`.";

/* spin assessment failure, user called the `gestureComplete` function but Sphero wasn't spinning fast enough. */
"spin.fail.wrongComplete" = "Llamaste la función `gestureComplete`, pero Sphero no estaba girando más rápido que `spinThreshold`.";

/* tap assessment failure, user called the `gestureComplete` function with the wrong parameter. */
"spin.fail.wrongGesture" = "Llamaste la función `gestureComplete`, pero no completaste el gesto Girar.";

/* spin gesture title */
"spin.gesture.title" = "Girar";

/* title for gyro sensor view, how fast Sphero is spinning around z axis */
"spin.sensorView.titleLabel.text" = "Velocidad de rotación (eje z)";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the [next page]' */
"spin.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* tap assessment failure, user never completed the tap gesture. */
"tap.fail.noGestureComplete" = "Sphero detectó un impacto, pero no reconoció el gesto. Intenta llamar la función `gestureComplete`.";

/* tap assessment failure, user called the `gestureComplete` function with the wrong parameter. */
"tap.fail.wrongGesture" = "Llamaste la función `gestureComplete`, pero no completaste el gesto Tocar.";

/* tap gesture title */
"tap.gesture.title" = "Tocar";

/* accessibility label for impact acceleration sensor view, %.1f is how hard the robot collided with an object in gs. ie 1.2g */
"tap.sensorView.accessibilityLabel" = "Aceleración de impacto. %.1f fuerzas g";

/* tap impact acceleration sensor display, %.1fg is how hard the robot collided with the wall, in 'g's, ie 1.8g */
"tap.sensorView.sensorValue" = "%.1f g";

/* title for impact acceleration sensor view */
"tap.sensorView.titleLabel.text" = "Aceleración de impacto";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Nice work! \nYou recognized your first gesture! On to the [next page]' */
"tap.success.pageComplete" = "### ¡Buen trabajo! \n¡Hemos reconocido tu primer gesto! Pasa a la [siguiente página](@next).";

/* accessibility for accelerometer sensor view. %.0f is the acceleration the robot in g's. ie 1.4 g's */
"template.accelSensor.accessibilityLabel" = "Acelerómetro. %.1f fuerzas g";

/* value of accelerometer sensor readout, %.1f is the robots acceleration in g's. ie 1.4 g's */
"template.accelSensor.sensorValue.text" = "%.1f g";

/* accelerometer sensor title, accelerometer is how fast Sphero is accelerating */
"template.accelSensor.titleLabel" = "Acelerómetro";

/* accessibility for gyro sensor view. %.0f is the robots rate of rotation in degrees per second, ie 500 °/s */
"template.gyroSensor.accessibilityLabel" = "Giroscopio. %0.f grados por segundo";

/* value of the gyro sensor readout, %.0f is the robots rate of rotation in degrees per second, ie 500 °/s */
"template.gyroSensor.sensorValue.text" = "%.0f °/s";

/* gyro sensor title, gyroscope is have fast Sphero is spinning */
"template.gyroSensor.titleLabel" = "Giroscopio";

/* accessibility for heading sensor view. %.0f is the direction the robot is heading in degrees. ie 130 degrees */
"template.headingSensor.accessibilityLabel" = "Orientación. %0.f grados";

/* value of heading sensor readout, %.0f is the robots heading in degrees, ° is the symbol for degrees. */
"template.headingSensor.sensorValue.text" = "%.0f°";

/* heading sensor title, heading is the direction Sphero is rolling */
"template.headingSensor.titleLabel" = "Orientación";

/* accessibility for velocity sensor view. %.1f is the robots speed in centimeters per second, ie 13 cm/s */
"template.velocitySensor.accessibilityLabel" = "Velocidad. %.1f centímetros por segundo";

/* velocity sensor title, velocity is how fast Sphero is rolling */
"template.velocitySensor.titleLabel" = "Velocidad";

/* value of the velocity sensor readout, %.1f is the robots speed in centimeters per second, ie 13 cm/s */
"template.velocitySesnor.sensorValue.text" = "%.1f cm/s";

/* toss assessment failure, user never completed the toss gesture. */
"toss.fail.noGestureComplete" = "La aceleración vertical de Sphero se acercó mucho a cero, pero no completaste el gesto.";

/* toss assessment failure, user called the `gestureComplete` function but Sphero wasn't tossed. */
"toss.fail.wrongComplete" = "Llamaste la función `gestureComplete`, pero el valor de `verticalAcceleration` de Sphero no era inferior a 0.1 g.";

/* toss assessment failure, user called the `gestureComplete` function with the wrong parameter. */
"toss.fail.wrongGesture" = "Llamaste la función `gestureComplete`, pero no completaste el gesto Aventar.";

/* toss gesture title */
"toss.gesture.title" = "Aventar";

/* accessibility label for z-acceleration sensor view, %.1f is the vertical acceleration of sphero,  ie 1.2g */
"toss.sensorView.accessibilityLabel" = "Aceleración Z. %.1f fuerzas g";

/* title for z-acceleration sensor view, the vertical (z-axis) acceleration of sphero */
"toss.sensorView.titleLabel.text" = "aceleración z";

/* the z acceleration of the robot in g-forces, ie 1.2 g */
"toss.sensorView.value.text" = "%.1f g";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the [next page]' */
"toss.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* BB-8 robot */
"toy.name.bb8" = "BB-8";

/* Generic Sphero robot */
"toy.name.sphero" = "Sphero";

/* SPRK+ robot */
"toy.name.sprk" = "SPRK+";

/* BOLT robot */
"toy.name.bolt" = "BOLT";

/* Mini robot */
"toy.name.mini" = "Mini";

/* description of a trophy image, bronze colored trophy */
"trophy.bronze" = "Bronce";

/* description of a trophy image, gold colored trophy */
"trophy.gold" = "Oro";

/* description of a trophy image, silver colored trophy */
"trophy.silver" = "Plata";

/* back and forth accessibility, describing sp */
"volley.accessibilityContainer.accessibilityLabel" = "Sphero rueda de los zapatos del jugador 1 a los zapatos del jugador 2, da media vuelta y regresa hacia el jugador 1.";

/* volley setup image accessibility, image is a piece of tape used to mark where player 1 should stand. */
"volley.bottomRuler.accessibility" = "Un pedazo de cinta de laberinto Sphero, indicando los límites inferiores de Sphero Pong.";

/* real world setup image accessibility, image is a pair of blue shoes. */
"volley.bottomShoes.accessibility" = "Los zapatos azules del jugador 1 colocados detrás del pedazo inferior de la cinta de laberinto.";

/* volley assessment fail, user didn't update Sphero's color properly. */
"volley.fail.noLEDChange" = "No actualizaste el color de Sphero para el nuevo jugador. Asegúrate de cambiar el color de Sphero de acuerdo con el valor de `currentPlayer`.";

/* volley assessment fail, user didn't set Sphero's color at all. 'collision handler' is describing the function that handles when Sphero runs into something */
"volley.fail.noLEDSet" = "¡No estableciste el color del LED principal de Sphero en tu administrador de impactos! Intenta llamar la función `setMainLed`.";

/* volley assessment fail, user never called the roll function to start Sphero rolling */
"volley.fail.noRoll" = "No le indicaste a Sphero que se pusiera a rodar. Intenta llamar la función `roll`.";

/* volley assessment fail, user didn't provide a roll function to tell Sphero to roll after a collision. 'collision handler' is describing the function that handles when Sphero runs into something */
"volley.fail.noRollBack" = "¡No le indicaste a Sphero que rodara de vuelta después del impacto! Intenta llamar la función `roll` en tu administrador de impactos.";

/* volley assessment fail, user didn't send the Sphero back towards the other player. */
"volley.fail.wrongReturnAngle" = "Sphero necesita rodar de regreso hacia el oponente. Comprueba que tu variable `currentPlayer` esté actualizada y que el ángulo base que pasaste a tu función `volley` sea correcto.";

/* ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations! \nOn to the next page' */
"volley.success.pageComplete" = "### ¡Felicidades! \nPasa a la [siguiente página](@next).";

/* volley setup image accessibility, image is a piece of tape used to mark where player 2 should stand. */
"volley.topRuler.accessibility" = "Un pedazo de cinta de laberinto Sphero, indicando el límite superior de Sphero Pong.";

/* real world setup image accessibility, image is a pair of red shoes. */
"volley.topShoes.accessibility" = "Los zapatos rojos del jugador 2 colocados detrás del pedazo superior de la cinta de laberinto.";

/* winning the game assessment fail, user didn't return the correct player number. %zd is a player number, i.e. Player 1 */
"winningGame.fail.noWinner" = "El jugador %zd debió haber ganado, pero tu código no lo declaró ganador. ¡Corrige tu función `checkForWinner` para que devuelva el número de jugador correcto!";

/* winning the game assessment fail, user declared the wrong winner even though they have not yet reached the required points to win the game. first %zd is player number, i.e Player 1. second %zd is the required score, i.e. 3 */
"winningGame.fail.wrongWinner" = "El jugador %1$zd fue declarado ganador, pero ninguno ha anotado %2$zd puntos. ¡Corrige tu función `checkForWinner` e intenta de nuevo!";

/* %zd is player number, ### is bold indicator, [] indicator that the text will be hyper linked, @(next) is URL link that is applied to [next page], localize 'Congratulations, player 2 was the winner!\nOn to the next page' */
"winningGame.success.pageComplete" = "### ¡Felicidades, el jugador %zd es el ganador! \nPasa a la [siguiente página](@next).";

/* winning the game page image accessibility */
"winningGame.trophyImage.accessibility" = "Un Sphero emocionado sentado dentro de un gran trofeo.";

