The category and object list panes will be empty, and the PropertyGrid will either be empty or show the properties of the selected object. Cursor: Allows the user to select objects in the game window.The buttons are subject to change and as follows: Each button will be a single image, cropped out of an internal PNG image, and stored in an Image instance. The fourth part is a PropertyGrid control that lists the properties for the currently selected object, either in the object window or game window. The third part is a group of buttons representing objects. The second part is a tree view along the left side that displays a list of all the resources in all loaded assemblies. It will be divided into four parts: a toolbar along the top that switches between cursor, blocks, etc. The object selection window is wider than it is tall. The player can use the arrow keys to navigate around the level, and the mouse to place, select, and modify objects. The game window, when the editor is launched, becomes inert - that is, no objects update, but all are drawn. The level editor is composed of two parts: the original game window, and a Windows Forms window that is used to select and modify objects to be placed in the level.
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