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Re: Level Editor

 

Hi all, 
I agree with Ben that the Editor and GUI code should be in their own
modules, so I have done this in my latest commit.  The Editor is now in
the editor module and the Button.py file has moved to a new gui module.
I also took the opportunity to tidy up the media/images directory and
moved all gui and editor images out to media/images/gui/editor.  Hope
that meets with everyone's approval :)

The latest version of the editor can now be used to place GameLocations
( a new class) such as Dan and Fabs start positions and the y axis of
the ground.  I am hoping that if level designers mark the y axis of the
ground in this way, we won't have to collision detect it somehow, all
the time.  We will still of course detect if a character jumps on to an
object such as a box in the normal way.
GameLocations are not yet implemented in game, that is my next job :)

Paul


On Wed, 2009-10-07 at 01:00 +0200, Benjamin Klüglein wrote:
> There's one additional thing coming to my mind. I think it would be
> good if we would put the editor and menu related code into new
> packages and modules next to the game package, so that the code stays
> separated into concerns. 
> 
> 2009/10/6 Paul Elms <paul@xxxxxxxxxxxxxx>
>         Hi again,
>         Sorry pressed send too quick.
>         
>         I meant to add that the way I designed the editor may (or may
>         not:))
>         help you with the menus.  The editor is derived from the Scene
>         class in
>         the same way that Ben thought that the menus would be, so have
>         a look at
>         the Editor class and the way it is called and set up in
>         logame.py.
>         Logame.py does need some tidying up though..
>         For the editor, I also created a button class in the graphics
>         module.
>         It derives from the GameObject class and so you can draw and
>         manipulate
>         the buttons as well as do collision detection in the same way
>         as with
>         all other GameObjects like the player etc.. do.  Feel free to
>         use
>         it/derive from it/improve it/ignore it as you want :)
>         
>         Again, any questions please ask.
>         
>         Paul
>         
>         
>         
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