Added some code that allows to snapping objects together, so building stacks of boxes is now much easier. Also added a button to toggle the control graphics layer, so no more ugly red dots, unless you want them. The background now has a chessboard pattern drawn all over it, to distinguish it from black areas. The objects are now also a bit more generalized, meaning you can have other types then just surfaces. The play button is now hooked up and starts a timeout callback that will animate all sprites in the scene.
Tuesday, March 24, 2009
Windstille Editor - Day 8
Added some code that allows to snapping objects together, so building stacks of boxes is now much easier. Also added a button to toggle the control graphics layer, so no more ugly red dots, unless you want them. The background now has a chessboard pattern drawn all over it, to distinguish it from black areas. The objects are now also a bit more generalized, meaning you can have other types then just surfaces. The play button is now hooked up and starts a timeout callback that will animate all sprites in the scene.
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4 comments:
Looking very nice, and progressing very fast :) What kind of format will the save/load be?
Windstille will use a custom s-expression based format, looking like this:
http://pingus.seul.org/~grumbel/tmp/md5/0a5c7f0f78df8551ae96dc4f3fe1e64e-trainstation.wst
Similar to what is used in Pingus and SuperTux.
Are there any lightweight reader APIs for that?
Its all in the Windstille SVN, right there in
src/lisp. SuperTux and Pingus contain similar code, need to sync those up and publish that as seperate project some time.
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