CadetEditor is an editor program for the CadetEngine, based on the CoreEditor framework.
See the wiki for details on how to get started.
CadetEngine is a component-based AS3 Scene Engine supporting 2D and 3D GPU accelerated rendering, physics, custom behaviours and 3rd party library integration. It has been designed from the ground up to be plug-and-play with editability in mind.
Home Page: https://github.com/CadetEditor/CadetEngine-as/wiki
License: Other
CadetEditor is an editor program for the CadetEngine, based on the CoreEditor framework.
See the wiki for details on how to get started.
In the editor:
Current behaviour: New ImageSkin instance is pasted, but its internal DisplayObject is never validated, so nothing is displayed. Texture instance is serialized and deserialized along with the ImageSkin instance (new Texture instance is created in effect). Copied Texture is never added to scene nor validated (by validateNow() call), so its internal texture never gets created. Copied ImageSkin instance relies on this texture when creating its internal DisplayObject.
Expected behaviour: Copied ImageSkin instance should use the same Texture instance as the original one does. No new Texture instance should be created.
Probably this problem does not only occur with ImageSkins and Textures, but with any objects copied & pasted, which reference other object, outside of the copied object hierarchy.
Hello,
When trying to draw the shaded circle I could not get the shaded circle to show up. I was able to get it to work when I did the following:
I changed
"import cadet.events.InvalidationEvent;"
to
"import cadet.events.ValidationEvent;"
and all references to it:
if ( _circle )
{
_circle.removeEventListener(ValidationEvent.INVALIDATE, invalidateCircleHandler);
}
_circle = value;
if ( _circle )
{
_circle.addEventListener(ValidationEvent.INVALIDATE, invalidateCircleHandler);
}
invalidate("display");
}
public function get circle():CircleGeometry{ return _circle; }
private function invalidateCircleHandler( event:ValidationEvent ):void
{
Current behaviour: childAdded() is called twice.
Expected behaviour: childAdded() is called once.
Which Box2d version are you using ?
i downloaded from www.box2dflash.org/download (Box2DFlash 2.1a)
but in The cadet2DBox2D.components.behaviours.RigidBodyBehaviour
Box2D.Collision.Shapes.b2CircleDef;
Box2D.Collision.Shapes.b2FilterData etc doenst exist
Note: i can change import path but there is also missing methods in Box2D b2Body class.
Renderer2D.as in "cadet2D.components.renderers.Renderer2D; " has a warning on line 87
Type 1008: parameter 'name' has no type declaration.
Renderer2D.as
/CadetHelloWorld/[source path] cadet2D-src/cadet2D/components/renderers
line 87
Flex Problem
Eric
I'm trying to compile a version (any stable version?) of CadetEngine/CadetEditor. In particular, Cadet2D fails because AbstractSkin2D.as defines protected function validateDisplay():Boolean, while all other skin classes are trying to implement protected function validateDisplay():void. This causes the whole thing to not compile.
Interfaces like IVehicleBehaviour are specifically for games that involve vehicles. They are not general case, so shouldn't live within the Cadet lib.
In the editor, create 2 rectangle components.
Now nest the second within the first.
Set the scaleX property of the parent rectangle to 3.
Rotate the parent transform using the rotation slider, note how neither the parent or child transforms skew.
Now rotate the child transform using the rotation slider, not how the child transform skews.
In the editor, create 2 rectangle components.
Now nest the second within the first.
Drag the child rectangle around using the selection tool, note how the position of the rectangle remains the same, relative to the mouse.
Now set the scaleX of the parent rectangle to 3.
Drag the child rectangle around using the selection tool, note how the position of the rectangle doesn't remain the same, relative to the mouse.
I can not find CadetEngine.swc. Where can they be located in the downloaded files?
Eric
An error is thrown here, as parentComponent is null when the Deserializer tries to deserialize the object (before it's added to the scene)
In the editor, create 2 rectangle components.
Now nest the second within the first.
The visual position of the second rectangle jumps as the transform coords are interpreted to be local to the parent transform. I expected the position of the object on screen to remain the same when performing this change, and for the coords of the nested transform to be updated to reflect this.
Can this be changed to prioritise visual consistency, without causing other drawbacks?
In the editor, create 2 rectangle components.
Now nest the second within the first.
Select the first rectangle with the selection tool and drag it around, the position of the second rectangle drifts, relative to the first.
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