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