Noah Petherbridge
7093b102e3
* The Publisher is all hooked up. No native Save File dialogs yet, so uses the dev shell Prompt() to ask for output filename. * Custom-only or builtin doodads too can be stored in the level's file data, at "assets/doodads/*.doodad" * When loading the embedded level in the Editor: it gets its custom doodads out of its file, and you can drag and drop them elsehwere, link them, Play Mode can use them, etc. but they won't appear in the Doodad Dropper if they are not installed in your local doodads directory. * Fleshed out serialization API for the Doodad files: - LoadFromEmbeddable() looks to load a doodad from embeddable file data in addition to the usual places. - Serialize() returns the doodad in bytes, for easy access to embed into level data. - Deserialize() to parse and return from bytes. * When loading a level that references doodads not found in its embedded data or the filesystem: an Alert modal appears listing the missing doodads. The rest of the level loads fine, but the actors referenced by these doodads don't load. |
||
---|---|---|
.. | ||
actor_animation.go | ||
actor_collision.go | ||
actor_events.go | ||
actor.go | ||
canvas_actors.go | ||
canvas_cursor.go | ||
canvas_editable.go | ||
canvas_link_tool.go | ||
canvas_present.go | ||
canvas_scrolling.go | ||
canvas_strokes.go | ||
canvas_wallpaper.go | ||
canvas_zoom.go | ||
canvas.go | ||
scripting.go |