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Level List Item
The Level List Item holds all the important data for a level for when it is in the level list of the main menu. This makes data per level easily retrievable without having to open a JSON file every time.
List of connecting/parent/subsystems.
Parent Systems:
List of related controls.
There are no controls for a level list item.
List of known bugs. Be descriptive but keep it brief!
- A level list item automatically makes space for the scrollbar, even if there are not enough level list items for the scrollbar to appear.
- Level List Item: A Level List Item holds a bunch of metadata within it to be quickly retrievable. This is also easily added into the main menu scenes for quick displaying to the user.
Name the most important variables, their type, and what their purpose is
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levelTitle : Label= An exported variable for the level's title. -
levelAuthor: Label= An exported variable for the level's author. -
levelTime: Label= An exported variable for the level's time modified. -
levelButton: Label= An exported variable for the level's clickable button. -
levelErrorIcon : Label= An exported variable for the level's error icon. -
levelFavoriteIcon: Label= An exported variable for the level's favorite icon. -
author: String= The author's name as a string. -
dateCreated: String= The date created as a string. -
dateModified: String= The date modified as a string. -
dimensions: String= The dimensions as a string. -
objectCount: String= The object count as a string. -
version: String= The version as a string. -
favorited: String= The favorite state as a bool. -
validated: String= The validated state as a bool. -
playable: String= The playable state as a bool. -
thumbnail: String= The level thumbnail as a Texture2D. -
levelPath: String= The direct path of the level.
Name of the most important functions, their parameters, and what they do.
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func _on_level_button_input(event: InputEvent) -> void: When double clicked, emit a signal that will load the level into edit mode. -
func _on_gui_input(event: InputEvent) -> void: When right-clicked, emit a signal that the level has been de-selected.
List and description of upcoming work/risks.
Future Work:
- The original design included white lines between every level list item, with the spacing between the lines being present even if there was no level list item to fill that spot.
Risks:
- None as of right now.
Resources
Known Issues
Future Work
Globals
Managers
- Main Menu Manager
- Master Manager
- Camera Manager
- Hotkey Manager
- Import Export Manager
- Audio Manager
- Animation Manager
- PopUp Manager
UI
Managers
- Editor Manager
- Tile Manager
- Entity Manager
- Icon Manager
- Preview Manager
- Tool Manager
- Asset Manager
- Custom Cursor Manager
Tiles & Entities
- Grid Lines
- Preview Line
- Tiles & Entities
- Enemies
- Patrolling Enemy
- Flying Enemy
- Shooting Enemy
- Stationary Enemy
- Moving Platform
- Property Editing
Asset Swapping
UI
Managers
Player