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Hi 👋, I'm Steve Dunn

I currently write services in .NET for corporate clients. My career in software started in the 80's on the beloved BBCs and Commodore 64s.

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gleed2d's Issues

Error with Instance.cs loading

13/03/2012 12:58:09 p.m..545 - Log File created.
13/03/2012 12:58:09 p.m..570 - Game1 creation started.
13/03/2012 12:58:09 p.m..680 - Exception caught:

StructureMap Exception Code: 207
Internal exception while creating Instance 'ec9afb60-0a60-4512-b954-d79998e145ea' of PluginType Gleed2D.Core.IGame. Check the inner exception for more details.

en StructureMap.Pipeline.ConstructorInstance.Build(Type pluginType, BuildSession session, IInstanceBuilder builder) en c:\code\structuremap\Source\StructureMap\Pipeline\ConstructorInstance.cs:línea 245
en StructureMap.Pipeline.ConstructorInstance.build(Type pluginType, BuildSession session) en c:\code\structuremap\Source\StructureMap\Pipeline\ConstructorInstance.cs:línea 218
en StructureMap.Pipeline.SmartInstance`1.build(Type pluginType, BuildSession session) en c:\code\structuremap\Source\StructureMap\Pipeline\SmartInstance.cs:línea 156
en StructureMap.Pipeline.Instance.createRawObject(Type pluginType, BuildSession session) en c:\code\structuremap\Source\StructureMap\Pipeline\Instance.cs:línea 101
en StructureMap.Pipeline.Instance.Build(Type pluginType, BuildSession session) en c:\code\structuremap\Source\StructureMap\Pipeline\Instance.cs:línea 69
en StructureMap.Pipeline.ObjectBuilder.Resolve(Type pluginType, Instance instance, BuildSession session) en c:\code\structuremap\Source\StructureMap\Pipeline\ObjectBuilder.cs:línea 27
en StructureMap.BuildSession.CreateInstance(Type pluginType, Instance instance) en c:\code\structuremap\Source\StructureMap\BuildSession.cs:línea 153
en StructureMap.BuildSession.<>c__DisplayClass3.<.ctor>b__1() en c:\code\structuremap\Source\StructureMap\BuildSession.cs:línea 34
en StructureMap.BuildSession.CreateInstance(Type pluginType) en c:\code\structuremap\Source\StructureMap\BuildSession.cs:línea 192
en StructureMap.Container.GetInstanceT en c:\code\structuremap\Source\StructureMap\Container.cs:línea 155
en StructureMap.ObjectFactory.GetInstancePLUGINTYPE en c:\code\structuremap\Source\StructureMap\ObjectFactory.cs:línea 131
en GLEED2D.Program.runNormally() en C:\Users\Smith\Documents\Visual Studio 2010\Projects\SteveDunn-Gleed2D-6fc78a7\src\Gleed2D.Ui\Program.cs:línea 101
13/03/2012 12:58:09 p.m..681 - Inner Exception: Could not find a Direct3D device that supports the XNA Framework HiDef profile.

Verify that a suitable graphics device is installed.

Make sure the desktop is not locked, and that no other application is running in full screen mode.

Avoid running under Remote Desktop or as a Windows service.

Check the display properties to make sure hardware acceleration is set to Full.
13/03/2012 12:58:14 p.m..403 - Application ended.

Bug when selecting a 'special' folder, e.g. Document and Settings in the texture picker control

FileNotFound exception as it's not a proper folder.

System.dll!System.IO.FileSystemWatcher.StartRaisingEvents() + 0x288 bytes   
System.dll!System.IO.FileSystemWatcher.Restart() + 0x43 bytes   
System.dll!System.IO.FileSystemWatcher.Path.set(string value) + 0x61 bytes  

Gleed2D.Plugins.dll!Gleed2D.Plugins.TexturePickerControl.loadFolder(string path = "c:\Documents and Settings") Line 304 + 0x13 bytes C#
Gleed2D.Plugins.dll!Gleed2D.Plugins.TexturePickerControl.uiListView_MouseDoubleClick(object sender = {System.Windows.Forms.ListView}, System.Windows.Forms.MouseEventArgs e = {X = 327 Y = 45 Button = Left}) Line 277 + 0x1e bytes C#
System.Windows.Forms.dll!System.Windows.Forms.Control.OnMouseDoubleClick(System.Windows.Forms.MouseEventArgs e) + 0x5d bytes
System.Windows.Forms.dll!System.Windows.Forms.ListView.WndProc(ref System.Windows.Forms.Message m = {System.Windows.Forms.Message}) + 0x1c1 bytes
System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.OnMessage(ref System.Windows.Forms.Message m) + 0x11 bytes
System.Windows.Forms.dll!System.Windows.Forms.Control.ControlNativeWindow.WndProc(ref System.Windows.Forms.Message m) + 0x39 bytes
System.Windows.Forms.dll!System.Windows.Forms.NativeWindow.DebuggableCallback(System.IntPtr hWnd, int msg = 514, System.IntPtr wparam, System.IntPtr lparam) + 0x5e bytes
[Native to Managed Transition]
[Managed to Native Transition]
System.Windows.Forms.dll!System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(System.IntPtr dwComponentID, int reason = -1, int pvLoopData = 0) + 0x24d bytes
System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(int reason = -1, System.Windows.Forms.ApplicationContext context = {System.Windows.Forms.ApplicationContext}) + 0x155 bytes
System.Windows.Forms.dll!System.Windows.Forms.Application.ThreadContext.RunMessageLoop(int reason, System.Windows.Forms.ApplicationContext context) + 0x4a bytes
System.Windows.Forms.dll!System.Windows.Forms.Application.Run(System.Windows.Forms.Form mainForm) + 0x31 bytes
Microsoft.Xna.Framework.Game.dll!Microsoft.Xna.Framework.WindowsGameHost.Run() + 0x9f bytes
Microsoft.Xna.Framework.Game.dll!Microsoft.Xna.Framework.Game.RunGame(bool useBlockingRun = true) + 0x150 bytes
Microsoft.Xna.Framework.Game.dll!Microsoft.Xna.Framework.Game.Run() + 0x23 bytes
gleed2d.exe!GLEED2D.XnaGame.Gleed2D.Core.IGame.Run() + 0x2b bytes
gleed2d.exe!GLEED2D.Program.runInDebugger() Line 120 + 0x9 bytes C#
gleed2d.exe!GLEED2D.Program.Main(string[] args = {string[0]}) Line 77 + 0x5 bytes C#

Hash in project path

Plugins were not loaded because Disk.DirectoryOfExecutingAssembly works wrong with paths which contain #.

Gleed2D Updates - Lets Discuss

Steve,

I'm working on a new libGDX-based game, and have elected to use Gleed2D as the level editor. There's a number of enhancements to Gleed2D that I would like to contribute without forking it as a completely new project.

I was curious how welcome you would be to large updates to Gleed2D going forward. I understand the need to keep it backwards compatible with the current XML structure.

More details on updates I will be doing is forthcoming.

Mac OS X Support

Hi Steve,

I'd love to use Gleed2D on Mac OS X. You mentioned that you are working on a MonoGame port. Any news on that?

I played around with the sources on Mac OS X using Xamarin Studio (aka. MonoDevelop). Replacing XNA by MonoGame worked out of the box, except for Mouse.WindowHandle = _drawSurface; in XnaGame.cs, because WindowHandle isn't writable. Is that the issue you are describing in the StackOverflow question?

When commenting that line out (just to make it compile), the application crashes at startup with a StructureMapException in Gleed2D.Core.Controls.AssetsControl.InitializeComponent.

Unfortunately, I don't know much about either .NET/XNA or Mono/MonoGame, so I'm stuck here. Maybe you have a hint on how to continue, or done some work in that direction yourself?

Cheers,
Guido

Need a better UX for attaching Behaviours

Behaviours can be dragged from the behaviour tree on the right and be placed on an object in the canvas. There's a couple of points that could be improved:

  1. The feedback icon should change when the cursor is being dragged over an icon that can accept the behaviour

  2. The user should be able to drag the item to the tree in the Level Explorer panel and drop it on an object in the tree.

Issue when dragging a texture from the bottom texture tab

The icon turns into the image being dragged, but the user needs to release the mouse button and click in the canvas before the texture is placed there.

The best way to place a texture is to double click it in the texture tab.

Need a better property editor for Behaviours

When attaching a behaviour to an object, the property panel shows the 'ClrTypeOfInterpolator' property. The user then has to enter a type manually to change the interpolation effect.

What's needed is a dropdown of the available interpolation types.

Need direction on adding the references...

I've been attempting to utilize the funtionality of both Gleed2D and FarSeer Physics. However, I'm unable to figure out how to properly add the correct references to my game. FarSeer is a little beyond my skill level, so for now, I'm starting with Gleed2D.

I'm using VS2010 / XNA 4.0

I've downloaded the "Gleed2D - Master" source (updated to work with XNA 4.0)
It has a bunch of directories/sub directories, all with similar named cs files and dlls.

Here's my problem... I followed the tutorials, got familiar with the Gleed2D UI and created a new XML level. I was directed to start VS2010 and create a new windows game. I wrote in the required code to load my Level1.xml, but when I add...

"using Gleed2D;"

to the top of the game I instantly get a missing reference error (as would be expected)
But the tutorials don't direct me on which dlls to add as references for the updated version of Gleed2D... There must be 4 or 5 of each dll with the same name but all in different directories!

Gleed2D.Core
Gleed2D.InGame
Gleed2D.Plugins
Gleed2D.Tests
Gleed2D.Ui

etc..

So I tried just picking a folder and added the dlls as references. However, when I add the lines..

1 using Gleed2D.Core

2 using Gleed2D.InGame

It says I'm missing an assembly or reference even though they are listed in my references!

What am I doing wrong?

...Should I be copying these files somewhere inside my "WindowsGame12" project folder?

....Should I be adding the Gleed2D.exe as my reference instead of the dlls?

.....Am I totally lost?

CustomProperty LinkedItem breaks after re-loading a level

Steps to recreate issue:
0) Create a level with two rectangle shapes in them (just use default names)

  1. Add a custom property to 'Rectangle_1' of type 'Linked item' with any name
  2. Choose 'Rectangle_2' for the value of the custom property you just created
  3. Save the level
  4. Restart Gleed2D
  5. Load the level you just saved
  6. Click on 'Rectangle_1'
  7. Click on the dropdown box for the custom property (as if you were going to edit the value)
  8. An error will pop up saying, "Unable to cast object of type 'System.String' to type 'Gleed2D.InGame.LinkedItem'."

If you save the level after doing these steps the custom property's value will be changed from 'Rectangle_2' to '$null$'.

I dug around in the code and tracked the cast that fails to line 24 of LinkedItemUiTypeEditor.cs in Gleed2D.Core.CustomUITypeEditors.

Behaviours not loaded?

Hello,

I have managed to load levels and lights in my game pretty easily thanks to this project, but I am really confused on how I can access the behaviours from my game code. If I add some to my level using the Editor, then I cannot find the behaviours anywhere in the "level" object.

It seems that they are not loaded when I am using the LevelLoader.Load method (not found in layers, items or itemProperties), am I right? Did I miss something like using a plugin or another function to load and access them?

Sorry if this question is answered somewhere... and big thanks for the project

S.

Need to update all textures when the content root is changed

All textures are stored as relative paths (relative to the content root).

When the user changes the content root, all paths should be updated.

  • the content root is c:\project\content\ and there's a texture item who's relative path is sprites/sprite1.png
  • the content root is changed to c:\project
  • then the relative path of the texture should change to be content/sprites/sprite1.png

Open projects

Hi!

How can I import this solution?

I try with:

  • Visual C# 2010 Express
  • Visual Studio 2010 Professional
  • Visual Studio Express 2013 Desktop

I open the /src/Gleed2D_Tool.sln with this programs, but all projects indicate me that they aren't compatible.

Thanks!

Relative content root path?

When saving the a level, would it be possible to convert the content root path to a relative path? (Relative to where the level file was saved.) I'm worried about using absolute paths, as that may cause problems when working with collaborators.

When using the old Gleed2d years ago, I actually removed the idea of a content root path completely, and all stored paths were relative to where the level file was saved. I could do that again, but I think the relative path idea might cause fewer headaches.

Application crashes when deleting items with custom properties

Application crashes when deleting items with custom properties. Debugging shows it happens on this line of the DeleteSelectedItems() function of the Model.cs file:

var linkedItem = (LinkedItem)cp.Value;

It looks like it is being assumed that every property can be cast as a LinkedItem type which seems to not be the case. Adding a if (cp.Type == typeof(LinkedItem)) {} check around this block of code through itemsAffected.Add(eachItem) seems to solve the problem on my machine locally.

Need better error reporting

When an unhandled exception is caught, the app exits.

The app should report the error to the user and give them the option of carrying on.

Shapes don't scale correctly

When i create a shape and add a texture to that, the shape is much smaller than the texture and that's making it really hard to edit my level.
asdasd

Can't build Gleed2D_Tool

Hey, I'm getting an error when I try to open the Gleed2D_Tool solution. It tells me that in my version of visual studio, solution folders aren't supported, and then that the solution folder "misc" will be displayed as unavailabe. After that error message, the solution loads, but does not build -- it gives me several errors, which I can report if you want, but I assume this has to do with the solution folder issue.

I'm using Visual Studio 2010 Express (the version that gets downloaded with the win phone7 developer tools).

Anyway, I'm working on a game using Gleed2D right now, and I love what it looks like you've done here. Really excited by the plugin structure and the krypton integration! I'd love to be able to contribute to the project, so I'll be checking back soon. I'll also look into a workaround on my own, hopefully tomorrow.

Alex

Content Root Folders ending in \

Minor Bug -

I stumbled upon an issue where when I copied and pasted a folder path from Windows Explorer instead of using the file picker provided, my pasted path ended with a .

This resulted in me being unable to select a sub folder from the root path because it would fail a check of whether or not the newly selected folder was truly a subfolder of the content root folder or not.

Once I discovered the issue via debugging I could easily work around it by using the file picker provided or simply removing the \ in my path.

Deleting doesn't work for me

Whenever I delete something (regardless of custom properties), I get this error:
Unable to cast object of type 'Microsoft.Xna.Framework.Vector2' to type 'Gleed2D.InGame.LinkedItem'.
at this line:

var linkedItem = (LinkedItem) cp.Value ;

in Model.cs

Crashing when double clicking folder

When I run gleed2d, double clicking on a folder gives me an error that "c://folder" doesn't exist (no matter what folder I click on), and then it crashes after that. I have VS2010 Express, and I got the error saying 'misc' was unavailable when I loaded up the solution. I didn't download the zip, I cloned through git.

I'd really like for this to be fixed; I'm very eager to use this for my game.

problem including the xml output file into wp7 xna game

Hi, I tried to include the level I made from the tool and saved as .XML into my game, here's what I did:

1-referenced the wp7 Gleed2D.InGame assembly into my solution
2-put the XML file in the content directory
3-I put this snippet in the initialize() method:
Stream stream = TitleContainer.OpenStream("leveltest.xml");
XElement xml = XElement.Load(stream);
Level level = LevelLoader.Load(xml);

It gives the error :
XML is not in the XNA intermediate format. Missing XnaContent root element.

I tried to add:
< XnaContent>
< Asset Type="Gleed2D.InGame.Level" >

to the beginning of the XML file, but it also gives an error ... I'm not sure how to implement the level I made in the editor, and the above is the exact steps I followed, any idea ?

Error Initializing Texture - File Doesn't Exist

I encountered an issue on load where textures would not properly initialize. It seems that after the error messages all go away (once for every single texture in the level) the textures seem to load ok but its very annoying. This issue also crops up upon placing textures within the level.

From what I can tell via debugging and the error provided is that this is an issue of the texture item's relative path also containing the parent folder.

For Example:

Content Root Folder: C:\Project\Content
Content Root Folder contains a sub folder called "Sprites" and as such texture item's relative path should be: Sprites/file.ext
Error message states it can't find the file: C:\Project\Content\Content\Spites\file.ext (notice the duplicate entry for "Content")

In debugging I was able to find that within the initialiseTexture method of the TextureItemEditor.cs file, the parameter textureFileName was "Content\Sprites\file.ext" - I traced this up a few steps and found it came from some properties collections and got nervous about changing anything much further and decided to post my findings here.

Texture Path Relative to ContentRoot is Always Wrong

for example my content root is:
C:\Users\Josh\Documents\Visual Studio 2012\Projects\FarSeerTest\FarSeerTest\FarSeerTestContent

and the texture path would be:
FarSeerTestContent\Sprites\plat_long.png

but it should be just:
\Sprites\plat_long.png

am i configuring something wrong or is this just a bug? i can manually edit each textures path, but this seems unnecessary

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