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A 2d game map editor meant for a fusion of tile-based and giant-art-based assets. Based on Electron (HTML5/js)

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breadbros/BREADitor

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BREADitor

How to install:

  1. install node version 14.15.0
  2. npm install
  3. npm start

Base project: https://github.com/szwacz/electron-boilerplate End-to-end testing: https://github.com/electron/spectron App packaging: https://github.com/electron-userland/electron-builder

(just npm start after the first time.)

(Edit this if this is wrong. Need to install fresh.)

TODO

  • Fill out the website
  • Set up a pipeline for auto-builds

The Immediates for Ustor

  • fill, line

  • ME4 bugs / improvements

    • tileset

      • If you've selected a parallax layer, the parallax offsets will apply to the tileset (???)
    • general

      • tools can be selected, but either cannot be used, or their effect not visible

The rest

  • LINUX/OSX SUPPORT ON FILE ASSETS

  • initialize the z-orders of palletes better, and save their order in the save/restore system

  • notifications are broken, https://developer.mozilla.org/en-US/docs/Web/API/notification

  • Extract all obs-related things into an appropriate library

  • Fix Layers palette reflow if you initialize it hidden but then show it. (needs dynamic resize on show)

  • Change mouse cursor to the current tool icon (or crosshairs?)

  • force layernames to be unique

    • update entity.location.layer on layername change
    • update map.entities[layername] references on layername change
    • move to UUIDs for this whole thing
  • make all .dialog( calls pull from a universal width source

  • God, make the edit dialogs look good what's with the lack of label orientation christ what is this the stone ages?

  • do not overwrite .chr's in entity.filename with "default"

  • Christ, figure out a better template formate than just having it inline (just use REACT already?)

    • JSON data definition format for zone/entity etc? Autogen create/edit? Stupid? Smart?
  • show scrollbars on main window if there are palettes offscreen.

  • setup_shitty_obs_layer like setup_shitty_zone_layer.

  • "Gather all" dialogs

  • dialogs should live in a module

    • enter should attempt to submit a dialog, no matter what.
  • OMG, kill all caught exceptions from the framework. We should be able to "Pause On Caught Exceptions" in peace

  • Map palette needs to remember dimensions.

  • make sure map.renderString saves/loads properly

  • add last eye-open/eye-closed state to savefile (seperate dict from 'game' data. editor-specific state.)

  • verify load/save of layer parallax values.

  • verify load/save of layer lucency values.

  • restore Map palette dimensions like other palettes

  • Need a menu item for gathering all windows within the given area, if they are offscreen.

  • delete layers

  • delete zones

  • delete entities

  • resize / crop layers

  • entity palette

  • VSP selector

  • entity selector

  • a way to show / hide entity indexes on map (and/or click-entity-to-select-it behavior)

  • remove the hardcoded 16's in the entity palette: should be referencing the current tileset's tilesize.

  • maybe have some data-marker in the format if it's px/py vs tx/ty?

  • continuous drawing (draw everything in a line from prevLoc to curLoc per frame. BREZINGHAMZ J0)

  • eyeball icons for entity layer should hide the "normal" entities

  • we should change the entity layer paradigm since they can be ANYWHERE now

  • eyeball icon for RENDER layer should do ????

  • do we even NEED a render layer?

  • all layers should have unique string names and that should be enforced.

    • on successful layer namechange, change all entity.location.layers from old -> new
  • properly initialize infoWindow upon load

  • This list is not exhaustive

  • rename default to VERGE3_DEFAULT

  • on change of entity filename, reload all animation strands

  • Require Entity name uniqueness?

    • Modify mapscripts to select entities by name (break the index dependency)
  • New Entity:

    • Filename, even when tabbed to
    • Animation <- dependent on valid Filename
    • Facing <- dependent on valid Filename (maybe?)
    • location.layer <- populate

RE-ADD

  • to package.json , "pre-commit": [ "lint", "validate", "test" ]

Credits

Icons designed by Freepik and distributed by Flaticon