165 lines
5 KiB
Plaintext
165 lines
5 KiB
Plaintext
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= Yugine Editor
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The main editor view is made up of objects. Each object can have a
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number of components attached to it. When an object is selected, its
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name, position, and list of components are listed.
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.Basic controls
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* Ctrl-Z Undo
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* Ctrl-Shift-Z Redo
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* Ctrl-A Select all
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* Ctrl-S Save
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* Ctrl-N New
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* Ctrl-O Open level
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* Ctrl-X Cut
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* Ctrl-C Copy
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* Ctrl-V Paste
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* Alt-O Add level to current level
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* Alt-A or Alt-P Add a prefab
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* Ctrl-I Objects on the level
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* Ctrl-M Asset viewer. When on a component like a sprite, serves to select that sprite's texture
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* Ctrl-[ Downsize grid
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* Ctrl-] Upsize grid
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* Backtick REPL
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* Ctrl-[1-9] to set camera positions
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* [1-9] to recall camera positions
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* 0 Set camera to home view
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* ESC quit
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* Alt-1 Normal view
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* Alt-2 Wireframe view
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* Shift-Middle Set editor cursor to mouse position (Cursor affects how objects rotate)
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* Shift-Ctrl-Middle Set cursor to object selection
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* Shift-Right Remove cursor
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.Editor Mode select
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* Alt-F1 Basic mode
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* Alt-F2 Brush mode
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- Clicking will place what is on clipboard
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.Object controls
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* G Translate
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* Alt-G Snap objects to cursor
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* S Scale
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* R Rotate
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* Ctrl-P Save object changes to prefab
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* Ctrl-shift-P Save object changes as a unique prefab ("Parent")
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* Ctrl-shift-T Save object changes to a side prefab ("Type")
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* Ctrl-J Bake name to expose to level script
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* Alt-J Remove baked name
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* Ctrl-Y Show obj chain
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* Alt-Y Start prototype explorer
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* Ctrl-U Revert object or component to match prototype
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* Alt-U Make object unique. If a level, allows setting of internal object position and rotation.
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* Ctrl-shift-G Save group as a level
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* Arrows Translate 1 px
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* Shift-Arrows Translate 10 px
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* Tab Select component
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* F Zoom to object(s)
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* Ctrl-F Focus on a selected sublevel. Edit and save it in place.
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* Ctrl-Shift-F Go up one level in the editing chain.
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* M Flip horizontally
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* Ctrl-M Flip vertically
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* Ctrl-D Duplicate
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* H Hide
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* Ctrl-H Unhide all
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* T Lock
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* Alt-T Unlock all
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* Q Toggle component help
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* Ctrl-Shift-Alt-Click Set object center
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.Mouse controls
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* Left Select
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* Middle Quick grab
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* Right Unselect
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.Level controls
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* Ctrl-L Open level script
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.Game controls
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* F1 Debug draw
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* F2 Config menu
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* F3 Show bounding boxes
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* F4 Show gizmos
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* F5 Start
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* F6 Pause
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* F7 Stop
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* F10 Toggle slow motion
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== Components
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Components all have their own set of controls. Many act similar to
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objects. If a component has a position attribute, it will react as
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expected to object grabbing; same with scaling, rotation, and so on.
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If a component uses an asset, the asset viewer will serve to pick new
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assets for it.
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.Spline controls
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* Ctrl-click Add a point
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* Shift-click remove a point
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* +,- Increase or decrease spline segments
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* Ctrl-+,- Increase or decrease spline degrees. Put this to 1 for the spline to go point to point
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* Alt-B,V Increase or decrease spline thickness
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.Collider controls
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* Alt-S Toggle sensor
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= Yugine Programming
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.Object functions
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* start(): Called when the object is created, before the first update is ran
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* update(dt): Called once per frame
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* physupdate(dt): Called once per physics calculation
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* stop(): Called when the object is killed
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* collide(hit): Called when this object collides with another. If on a collider, specific to that collider
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- hit.hit: Gameobject ID of what's being hit
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- hit.velocity: Velocity of impact
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- hit.normal: Normal of impact
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.Input
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Input works by adding functions to an object, and then "controlling"
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them. The format for a function is "input_[key]_[action]". [Action]
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can be any of
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- down: Called once per frame the key is down
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- pressed: Called when the key is pressed
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- released: called when the key is released
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For example, "input_p_pressed()" will be called when p is pressed, and not again
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until it is released and pressed again.
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.Your game
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When the engine runs, it executes config.js, and then game.js. A
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window should be created in config.js, and custom code for prototypes
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should be executed.
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game.js is the place to open your first level.
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.Levels
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A level is a collection of objects. A level has a script associated
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with it. The script is ran when the level is loaded.
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Levels can be added to other levels. Each is independent and unique.
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In this way, complicated behavior can easily be added up. For example,
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a world might have a door that opens with a lever. The door and lever
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can be saved off as their own level, and the level script can contain
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the code that causes the door to open when the lever is thrown. Then,
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as many door-lever levels can be added to your game as you want.
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The two primary ways to add objects to the game are World.spawn, and
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Level.add. World.spawn creates a single object in the world, Level.add
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adds an entire level, along with its script.
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Levels also can be checked for "completion". A level can be loaded
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over many frames, and only have all of its contents appear once it's
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finished loading. World.spawn is immediate.
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Level.clear removes the level from the game world.
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.Level scripting
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Each level has a script which is ran when the level is loaded, or the
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game is played. A single object declared in it called "scene" can be
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used to expose itself to the rest of the game.
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