User Manual: The UI of Phyard Builder

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Contents


EditorUI version phi.jpg

The image above show the initial screen of the phyard builder. It contains 5 areas:

  • At the top (red box) is the Main Command Bar.
  • Below the main command bar (green box) is the Secondary Command Bar.
  • At the left (yellow box) is the Component Create Commands Panel.
  • At the bottom (blue box) is the Status Bar.
  • The center is the working area, it is called World Scene Area.

Editing Mode

Designing Views

Before introducing each part of the interface, we should know there are 3 views:

  • Scene Editing View is the initial view. You can create entities and modify their properties in this view.
  • Collision Category Editing View is for creating Collision Categories, modifying their properties and creating friend links between collision categories.
  • Function Editing View is for creating and editing custom functions.

Main Commands

MainCommands version phi.jpg

Left three commands Center two commands Right one command
  • Load. There are 4 commands in the drop-down menu:
    1. Load Online: used on phyard.com.
    2. Load Offline: load level from xml data.
    3. Quick Load: load level from flash cookie.
    4. Import: load entities for xml data and merge them with the current level.
  • Save. There are 4 commands in the drop-down menu:
    1. Save Online: used on phyard.com.
    2. Save Offline: save level as xml data.
    3. Quick Save: save level to flash cookie.
    4. Export: save the selected entities as xml data.
  • Design Information Setting: Setup some desidn informations. |
  • Enter Playing View
  • Exit Playing View
  • Toggle Scene Editing View / Collision Category Editing View
Commands in center left panel Commands in center right panel
  • Clear
    1. Clear All Entities
    2. Clear All Entities and Reset Scene
  • Design World Setting
    1. Config Level Rules
    2. Config Coordinate System
    3. Config World Gravity
    4. Config World Appearance
  • Clone
  • Delete
  • Flip Horizontally
  • Flip Vertically
  • Move To Most Top
  • Move To Most Bottom
  • Make Brothers
  • Break Brothers
  • Open Entity Setting Dialog
  • Move Scene Mode
  • Move Entity Mode
  • Rotate Entity Mode
  • Scale Entity Mode
  • Toggle Normal Selection Mode / Cookie Selection Mode
  • Undo
  • Redo


Load Save Info Clear Entities World Setting Clone Delete Flip Horizontally Flip Vertically Move To Top Move To Bottom

Secondary Commands

SecondaryCommands version phi.jpg

From left to right:

  • Go To Entity command. Every entity has an unique id. If there are many entities in the world scene, then it is some difficult to find the entity though a specific id. This command is just to make this job easier.

Notice:

  • You can input more than one ids in the input box.
  • When you click the "Go To Entity#" label, the entities specified by the input ids will be selected.
  • Show Commands are used to show some special informations.
    • Show Entity IDs
    • Show Links
  • Hide Commands are used to hide some entities so that the world is tidier.
    • Hide Invisibles
    • Hide Shapes & Joints
    • Hide Triggers
  • Scale View Commands. The scale range is from 1/16 to 16.

Component Create Commands

There are 3 tabs in the component create commands panel. The first one is General Components Create Commands Panel. The second is Trigger Components Create Commands Panel and the third is More Components Create Commands Panel. Followings are the simple introductions of these create commands.

General Components Create Commands

GeneralCreateCommands version phi.jpg

Create Basic Shape Commands
Create Rectangle Shape Create Cirlce Shape
Create Polygon Shape Create Polyline Shape


Create Joint Commands
Create Hinge Joint Create Slider Joint
Create Distance Joint Create Spring Joint
Create Weld Joint Create Dummy Joint


Create Power Source Commands
Create Force Power Source Create Torque Power Source
Create Linear Impulse Power Source Create Angular Impulse Power Source


Create Utility Shape Commands
Create Camera Create Text


Create Preset Shape Commands
Create Gravity Controller Create Text Button
Create Rectangle Bomb Create Circle Bomb
Trigger Components Create Commands

TriggerCreateCommands version phi.jpg

Create Action, Condition, Entity Assigner and Entity Pair Assigner Commands
Create Action Create Task
Create Basic Condition Create Condition Door
Create Entity Assignern Create Entity Pair Assigner


Create Event Handler Commands
Create OnLevelBeforeInitializing Event Handler Create OnLevelAfterInitialized Event Handler
Create OnLevelBeforeUpdating Event Handler Create OnLevelAfterUpdated Event Handler
Create OnJointReachLowerLimit Event Handler Create OnJointReachUpperLimit Event Handler
Create OnWorldMouse(Click | Down | Up | Move) Event Handlers Create OnShapeMouse(Click | Down | Up | Move | Enter | Out) Event Handlers
Create OnKey(Down | Up | Hold) Event Handler Create OnEntityInitialized Event Handler
Create OnEntityUpdated Event Handler Create OnEntityDestroyed Event Handler
Create OnTwoShapes(Start | Keep | End)Contacting Event Handlers Create OnWorldTimer Event Handler
Create OnEntityTimer Event Handler Create OnEntityPairTimer Event Handler
More Components Create Commands

Status Bar

In scene editing view, the status bar will show the followings:

  • basic informations of the selected entity.
  • mouse coordinates by pixels.
  • mouse coordinates by meters.

Collision Category View

There is a Collision Category property for shapes. This property is only for physics shapes (the Enable Physics property is true).

Sometimes, we don't want to 2 physics shapes collide even if they are overlapped visually. To make this possible, the concept of collision category is introduced. You can put the 2 shapes in 2 different collision categories and set the 2 collision categories as friends.

To create collision categories and set categories as friends, you must select the toggle scene editing view / collision category editing view command and enter the category editing view. This main command bar is different in the category editing view:

CCatMainCommands version phi.jpg

From left to right, the commands (in the red box) are:

  • Create Collision Category
  • Delete Selected Collision Categories
  • Set The Selected Collision Category Harmonious, all shapes in a harmonious category will not collide with each other.
  • Set The Selected Collision Category As The Default Category, when creating a new shape, the shape's collision category property will set as the selected collision category.

Notice:

  • From now on, we will call collision category as ccat.
  • There is a default hidden ccat. If no new ccats are created, all new created shapes are put in the hidden ccat. The hidden ccat is not harmonious.

To create a new ccat, first select create collision category command, then click mouse in the center view field.

To set 2 ccats as friends, drag a link from either of the 2 ends of one ccat to the other ccat. Breaking a friend link is the same as creating the friend link.

Custom Function View

Playing Mode

You can select the Enter Playing View command to play and test the current level in editing. To exit the playing view to scene editing view, select the Exit Playing View command.