中英
flowery
/ ˈflaʊəri /
/ ˈflaʊəri /
  • 简明
  • 柯林斯
  • adj.花的,多花的,开满花的;用花装饰的,有花卉图案的,印花的;花香的,带花香的,(气味、味道)似花的;词藻华丽的,文辞绚丽的,过分修饰的
    • 比较级

      flowerier或more flowery
    • 最高级

      floweriest或most flowery
  • 网络释义
  • 专业释义
  • 英英释义
  • 1

     花香的

    花香的(Flowery):野葡萄酒特别是年老野葡萄酒中令人遐想起朵儿馥郁的香气。

  • 2

     带有花香

    ... Abbau:过于老化,他们就可以作出适当的调整或更正,用特制的卧式压榨机压榨葡萄,没有气泡的气泡酒 Flowery:带有花香 Fruity:带有丰厚果香的新颖葡萄酒 ...

  • 3

     文辞华丽

    ... 同本义〖colorful;gandy;bebright-coloredandbeautiful〗 文辞华丽flowery〗 过于艳丽的色彩,极为俗气花俏的服饰〖gaudy〗 ...

短语
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  • 双语例句
  • 原声例句
  • 权威例句
  • 1
    St-Germain becomes ubiquitous and it has won fans thanks to a light, flowery taste that is not as cloying as, say, a litchi martini.
    圣日耳曼变得无处不在,它清淡、绚丽的味道不像荔枝马蒂尼那样令人生厌,因此赢得了众多粉丝。
  • 2
    Attempting to resolve this contradiction, Harris concludes that Fern employed flowery rhetoric strategically to disguise her subversive goals beneath apparent conventionality.
    为了解决这一矛盾,哈里斯得出结论,弗恩战略性地使用华丽的修辞,在显见的常规之下掩盖她的颠覆目的。
  • 3
    He layered pieces of glass and used thin copper strips instead of lead, which let him make these really intricate flowery designs for stained glass, which he used in lampshades.
    他把玻璃分层,用薄铜片代替铅,这让他对彩色玻璃做了这些非常复杂的华丽设计,用在灯罩上。
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  • 同近义词
  • 同根词
  • 百科
  • Flowery

    Flower is a video game developed by Thatgamecompany and designed by Jenova Chen and Nicholas Clark, and announced at the 2007 Tokyo Game Show. Flower was released in February 2009 on PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were developed by Bluepoint Games and released in November 2013. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary windmills. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.Flower was primarily intended to arouse positive emotions in the player, rather than to be a challenging and "fun" game. This focus was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience, and that the emotional range of most games was very limited. The team viewed their efforts as creating a work of art, removing gameplay elements and mechanics that were not provoking the desired response in the players. The music, composed by Vincent Diamante, dynamically responds to the player's actions and corresponds with the emotional cues in the game. Flower was a critical success, to the surprise of the developers. Reviewers praised the game's music, visuals, and gameplay, calling it a unique and compelling emotional experience. It was named the "best independent game of 2009" at the Spike Video Game Awards, and won the "Casual Game of the Year" award by the Academy of Interactive Arts and Sciences.

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