EverEnding DevBlog 72: Entity Editor

EveHeaderI finally started in on the entity editor.

EntityEditor01

It’s obviously still got a ways to go, but some important components are in place already. The green bar on the left holds a complete list of all placed entities in the level, and clicking on any entity in the list selects it. Clicking it one more time will center the camera on it. The blue bar at the top, with all of the colored blocks in it, is the behavior-editing menu in-progress. As work progresses those colored blocks will be replaced with control panels which allow modification of behavior parameters.

Which brings me to where I am right now: Developing those control panels. Or, more precisely, fixing a slider component which I’m going to be needing for those control panels which I somehow broke in the process of porting my code over to Haxe. I finally got tired of editing the component that I’d been using from open source, and decided to just rewrite the entire class to my liking, using methodology that feels more natural to my habits as a programmer. I’m still sorting through a few bugs, but I don’t think it will be too hard to get them sorted out within a day or so.

After that, I’ll develop the behavior panels, at which point the entity editor will actually be about half-complete. At that point, it will be possible to edit the entities in every necessary way, but making new ones won’t be possible yet. It may actually be that all of my procrastination on this editor will be entirely justified by the fact that this approach is probably a hundred times simpler and more streamlined than one I would have come up with if I hadn’t been pondering the issue, off and on, for a few weeks beforehand.

It’s been a weird week, and I definitely have been feeling a bit out of sorts, but progress is being made. That’s what’s important. Hopefully next update will reveal a nearly-complete entity editor!

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