We can now read and render 2D maps designed in Tiled Map Editor. A demo, along with sample map data, is available in the engine examples/tiled/ subdirectory (if you take the engine from GitHub of course).
We have added previous node “helpers” (like “TTransformNode.Translation” helper, wrapping an internal “TTransformNode.FdTranslation”) as normal class properties. This was done by generating files inside the src/x3d/auto_generated_node_helpers/ .
The node’s descriptions are specified directly in the src/x3d/x3dnodes_standard_xxx.inc files.
The field’s descriptions are specified inside the src/x3d/x3dnodes_documentation.txt . It is added to the documentation using the PasDoc feature https://github.com/pasdoc/pasdoc/wiki/ReadDescriptionFromFile .
This is of course an ongoing effort, and help in documenting is most welcome!:) Be sure to consult with X3D specification and with our docs to document everything correctly:)
In the future: we *may* add some stuff automatically from X3D Tooltips (but they are not always as concise, or as good, as we would like).
Also in the future: we definitely will gradually hide the somewhat-internal properties FdXxx (first we’ll hide them from docs, and then we may just make them private). In most cases, users should not use them. But not everything yet has the non-FdXxx equivalent, in particular multiple-valued fields don’t have them yet, like FdGrouping.
A new utility “sprite-sheet-to-x3d” was added to the engine. Using it, you can convert spritesheet information into ready-to-use X3D file. Many thanks go to Trung Le (kagamma) for contributing this!
The utility takes a spritesheet with a description (what frames and animations are present in the spritesheet) and converts it into an X3D file. The X3D animations can be played with our simple PlayAnimation method (and friends).
The supported input formats are:
Starling (.xml). Fully supported.
Cocos2D (.plist). Covered most of important stuff, rare features are not supported (yet!).
The utility is in the engine sources, in tools/sprite-sheet-to-x3d/ . It can be compiled just like any other engine example, e.g. by executing the shell script tools/sprite-sheet-to-x3d/sprite-sheet-to-x3d_compile.sh . Enjoy!:)