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ScrollEd is a map/level editor that can be used with Scroll.
ScrollEd is included in the Scroll header files, so you don't have to make any changes to your Scroll project to use it. However, you do have to make sure it is being compiled.
If you have the following defined in a source or header file, comment or remove it. Otherwise, ScrollEd will not be compiled when Scroll is compiled.
Running your game's executable will start the game by default. If you want to start ScrollEd, you need to run the executable with the -editor command line switch.
You must also specify a map file to edit using the –map switch.
If you don't want to specify a map file on the command line every time, you can specify a default map file in Orx config as follows:
[Param] map = ../data/map/Level1.map; <= Setting a default map if none is specified on the command line
Orx objects to be used in ScrollEd need a new property not supported in Orx Used to define “object sets” used in ScrollEd
[O-Boy] Graphic = G-Boy ScrollEdSet = Players [O-EnemyBug] Graphic = G-EnemyBug ScrollEdSet = Enemies
After you've defined the ScrollEdSet for each of your Orx objects in config, run ScrollEd again. You will be able to use the mouse wheel to scroll through the object sets. The previous config would create two sets, Players and Enemies, and allow you to switch between them.
The following keyboard and mouse commands are available in ScrollEd. You can find them in data/ScrollEd.ini
[Input] SetList = ScrollEdInput # ScrollInput [ScrollEdInput] MOUSE_LEFT = Action MOUSE_RIGHT = Pan # Zoom MOUSE_MIDDLE = Copy # HideSet MOUSE_WHEEL_UP = NextSet # NextLayer MOUSE_WHEEL_DOWN = PreviousSet # PreviousLayer KEY_SPACE = ClearSelection # HideSet KEY_LALT = SoftClearSelection KEY_RALT = SoftClearSelection KEY_F12 = Screenshot KEY_LCTRL = Zoom # PreviousLayer # NextLayer KEY_DELETE = Delete KEY_BACKSPACE = Delete KEY_F6 = Save KEY_F9 = Reload KEY_Z = ToggleMove KEY_X = ToggleScale KEY_C = ToggleRotate KEY_S = ToggleSnap KEY_G = ToggleGrid KEY_D = ToggleDifferential KEY_A = Antialiasing KEY_T = Tiling KEY_R = EditAlpha KEY_Q = EditRed KEY_W = EditGreen KEY_E = EditBlue KEY_TAB = ResetZoom KEY_F3 = ToggleFullScreen KEY_HOME = ReloadHistory KEY_ESCAPE = Quit KEY_F5 = StartGame CombineList = @ScrollEdInput.KEY_LCTR
When you want to load a new map, you need to tell Scroll to load the new map. You probably also want to pause the game while this is happening. Your game's Update function might be a good place to check and implement this.
Use the following routine to accomplish the map load:
// Sets map name SetMapName("MyMap.map"); // Pauses game PauseGame(orxTRUE); // Stops game StopGame(); // Loads map LoadMap(); // Unpauses game PauseGame(orxFALSE); // Starts game StartGame(); // Clears restart status mbRestartMap = orxFALSE;
SetMapName, StopGame, LoadMap, PauseGame, and StartGame are all defined in the Scroll classes.
Scroll also includes an OnMapLoad virtual function callback. You can override this if you want to wait until the map is loaded to execute code.