Hi everyone,
I've been off the loop for a while but I'm now planing to dedicate some time
to the editor if it's needed.
First of all I want to say the GUI is looking good : )
These are some notes, bug reports, etc. Some are new, some are old issues.
BUGS:
- pressing ctrl-g crashes with:
File "tiless_editor.py", line 242, in on_key_press
self.grid_clicked()
AttributeError: 'TilessEditor' object has no attribute 'grid_clicked'
- cancel action in the layer-menu:
can't close the menu without selecting any option
pressing ESC crashes with:
File "/home/nicolas/OS_projects/cocos2d-editor/tiless-editor/hud.py", line
42, in on_quit
self.hud.editor.set_current_layer (self.selected_index)
File "tiless_editor.py", line 171, in set_current_layer
self.current_layer = self.layers.get_by_depth(depth)
File "tiless_editor.py", line 59, in get_by_depth
return self.layers[z]
IndexError: list index out of range
- if a group of sprites are close to each other the sprite selected when
clicking is not always the one you would expect to select according to the
mouse position.
-related to the previous bug: when a sprite is already selected(green) if you
click over it and drag but there's another sprite in the selection area (red
sprites) you may end up picking the wrong one. Once a sprite is selected, it
should always stay active on subsecuent mouse drags in it's area.
- If camera mode is activated while there's an active sprite the scroll_wheel
scales the object instead of zooming in/out (looks like a handler
precedence/event propagation issue).
- if a stamp is active when clicking on a toolbar button a copy will be
stamped but it should not be.
USABILITY:
- It would be nice to start with at least one sprite layer created; I believe
that's the most common use case, or at least this layer could be created the
first time F3 is pressed if there are no layers in the project.
- it should be impossible to stamp the same sprite in the exact same position,
rotation and scale it has already been stamped. This is specially important
when "painting" (dragging a stamp) with the grid activated.
- We need a selection disambiguation method. One idea we had talked about:
pressing TAB when a group of sprites are in the selection area moves a
highlight among them. I believe Kao was working on this...
- There should be a way to delete and to change the z-order of the layers.
USER INTERFACE:
- I think the "camera" mode icon should either be a camera or an open hand
(drag icon).
- Should the ImageSelector scene have a clickeable Close button?
- Pressing F3 switches to stamp mode activating the current sprite as stamp if
there's one selected and opening the ImageSelector if there is none. In a
previous version you could press SPACE to re-open the ImageSelector inside the
Stamp Mode but now there's no interface button representing this funcionality
and pressing SPACE is not working either. This issue has been mentioned by Riq
and by Ricardo and I believe we still need to find an elegant solution.
That's it for now... it's not exhaustive, but it's 4:40 AM already : )
Salute,
NicoEchániz
PS: I need to be able to commit, whom should I ask?
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