fgmcoelho / orxeditor Goto Github PK
View Code? Open in Web Editor NEWA scene editor for the orx engine.
A scene editor for the orx engine.
The collision module is meant to be used to set collision information to the objects of the scene.
The full features list that the collision method must offer are:
There is an unhandled exception when trying to remove a flag that is used.
File "/home/fernandocoelho/sandbox/orxEditor/collision.py", line 372, in __doRemoveFlag
self.__removeFlagsFromPartsList(collisionInfo.getPartsList())
File "/home/fernandocoelho/sandbox/orxEditor/collision.py", line 354, in __removeFlagsFromPartsList
part.removeFlagFromSelfFlags(self.__flagToRemove)
File "/home/fernandocoelho/sandbox/orxEditor/collision.py", line 131, in removeFlagFromSelfFlags
self.__selfFlags.remove(flag)
ValueError: list.remove(x): x not in list
The flags of the collision information are not being saved or not being loaded.
Per request:
Just like in gimp, you have drawn a rectangle, and you can scale the existing rectangle. Sometimes, you might want to enlarge or reduce the size using the drag handles, but maintain the original aspect ratio. You can do this with the control key.
When an error pop up warns the user of some error when trying to add a new collision flag, the focus not restored after the user presses and closes the popup.
Currently the limits of a frame is not shown and can't be inferred unless the frame is big enough for the display to become scrolled.
The exporter is placing the collision form (Body part on ORX) in the wrong place when the object is flipped.
When a Dialog or an Alert is called it needs to acquire the keyboard to intercept the escape key.
Right now the popup under the alert is called, causing undefined behavior.
Sometimes the keyboard commands in the scene editor stop working after adding collision flags. Likely to be some bug related to the focus in the the text input.
TextureCorner should no longer be supported and has been renamed to TextureOrigin, it must be updated in the exporter.
Current UI is quite confusing, it was done that way because I believed that was an 8 parts limitation and there isn't.
When the Scene Handler adds a rendered object to the scene it doesn't check if there is enough size for it from the point it decides to add the object to the limit of the scene.
Currently when the user press cancel or hit the ESC key, the module will close.
It should check for changes and ask the user for confirmation if any changes has been made.
On the animation editor, when the user edits the duration, create a shortcut to increase / decrease the value by pressing the up and down keys.
The first time after an image is splitted on the Resource Loader, all the sprites will appear twice in the objects menu.
The problem is possibly that the dir watcher is loading it again.
The collision flags changes of parts are not being saved properly (they always remain in the state when they were created via the "add" button).
When you click a button, it is impossible to cancel the click. Most application will not execute the click if you remove the cursor from the button when you release the touch.
When you use double click to select an directory in the menus available on the options menu (for instance, Export Scene) the click is being processed again after the directory is changed, causing the program to change it twice.
In some cases it is impossible to select the desired directory.
Review all the places that displays coords and make sure they are displaying ORX like coords - (0, 0) is on top left of the screen.
Internally objects must use kivy like coords - (0, 0) is on botton left.
When leaving a module such as Group Editor or Collision Editor, while saving the changes, the properties in the descriptor are not updated.
Right now the collision info of an object is always being removed when a new object is merged with it.
A new rule could be added:
Then:
Keep the object collision info.
This will be useful when we have a bigger merged object (for instance a pillar) and we want to add a smaller object to add some variance in the scene (for instance, we want some pillars to have torches).
File is being received with %20 in the place of spaces.
Probably also happens with other characters.
This doesn't happen on windows.
If the user issues a command (such as "z" for undo), when the user is in another screen, such as the collision editor, the command get issued there.
Possibly the editor needs a keyboard function to each module it opens.
Rendered objects copies are not working with flips (the flip property is copied but the rendered graphic is not flipped) and scale (graphic gets corrupted).
Object copy is not properly checking the if enough size is available for the copy when copying for right and up.
If an object is too big it breaks the program (infinite recursion) when you try to move it.
When reversing or redoing a scale it is being applyed to all the selected object.
This happens because the scale is made with a translation matrix.
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