# BREADitor **Repository Path**: mirrors_DanFessler/BREADitor ## Basic Information - **Project Name**: BREADitor - **Description**: A 2d game map editor meant for a fusion of tile-based and giant-art-based assets. Based on Electron (HTML5/js) - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2022-01-14 - **Last Updated**: 2026-03-15 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # BREADitor # Homepage at: http://mcgrue.github.io/BREADitor/ How to install: 1. install node version 14.15.0 2. npm install 3. npm start Base project: https://github.com/szwacz/electron-boilerplate End-to-end testing: https://github.com/electron/spectron App packaging: https://github.com/electron-userland/electron-builder (just npm start after the first time.) (Edit this if this is wrong. Need to install fresh.) # TODO - Fill out the website - Set up a pipeline for auto-builds # The Immediates for Ustor - fill, line - ME4 bugs / improvements - tileset - If you've selected a parallax layer, the parallax offsets will apply to the tileset (???) - general - tools can be selected, but either cannot be used, or their effect not visible # The rest - LINUX/OSX SUPPORT ON FILE ASSETS - initialize the z-orders of palletes better, and save their order in the save/restore system - notifications are broken, https://developer.mozilla.org/en-US/docs/Web/API/notification - Extract all obs-related things into an appropriate library - Fix Layers palette reflow if you initialize it hidden but then show it. (needs dynamic resize on show) - Change mouse cursor to the current tool icon (or crosshairs?) - force layernames to be unique - update entity.location.layer on layername change - update map.entities[layername] references on layername change - move to UUIDs for this whole thing - make all .dialog( calls pull from a universal width source - God, make the edit dialogs look good what's with the lack of label orientation christ what is this the stone ages? - do not overwrite .chr's in entity.filename with "**default**" - Christ, figure out a better template formate than just having it inline (just use REACT already?) - JSON data definition format for zone/entity etc? Autogen create/edit? Stupid? Smart? - show scrollbars on main window if there are palettes offscreen. - setup_shitty_obs_layer like setup_shitty_zone_layer. - "Gather all" dialogs - dialogs should live in a module - enter should attempt to submit a dialog, no matter what. - OMG, kill all caught exceptions from the framework. We should be able to "Pause On Caught Exceptions" in peace - Map palette needs to remember dimensions. - make sure map.renderString saves/loads properly - add last eye-open/eye-closed state to savefile (seperate dict from 'game' data. editor-specific state.) - verify load/save of layer parallax values. - verify load/save of layer lucency values. - restore Map palette dimensions like other palettes - Need a menu item for gathering all windows within the given area, if they are offscreen. - delete layers - delete zones - delete entities - resize / crop layers - entity palette - VSP selector - entity selector - a way to show / hide entity indexes on map (and/or click-entity-to-select-it behavior) - remove the hardcoded 16's in the entity palette: should be referencing the current tileset's tilesize. - maybe have some data-marker in the format if it's px/py vs tx/ty? - continuous drawing (draw everything in a line from prevLoc to curLoc per frame. BREZINGHAMZ J0) - eyeball icons for entity layer should hide the "normal" entities - we should change the entity layer paradigm since they can be ANYWHERE now - eyeball icon for RENDER layer should do ???? - do we even NEED a render layer? - all layers should have unique string names and that should be enforced. - on successful layer namechange, change all entity.location.layers from old -> new - properly initialize infoWindow upon load - This list is not exhaustive - rename **default** to **VERGE3_DEFAULT** - on change of entity filename, reload all animation strands - Require Entity name uniqueness? - Modify mapscripts to select entities by name (break the index dependency) - New Entity: - Filename, even when tabbed to - Animation <- dependent on valid Filename - Facing <- dependent on valid Filename (maybe?) - location.layer <- populate # RE-ADD - to package.json , "pre-commit": [ "lint", "validate", "test" ] # Credits Icons designed by Freepik and distributed by Flaticon