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Message #00032
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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