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alec-15

qedit's Issues

Adding Blockly

Hello.

The current version of QEdit in my fork has Blockly (partially) set up.

When in a room tab, there is a "switch" for Blockly. If toggled on, you can scroll down to use Blockly.

Right now, the code has to be copied from the Blockly textarea and pasted into the actual Javascript textarea, but I'm working on getting it to inject the code into the correct textarea (which will negate the need for the Blockly textarea).

Here's what I've got it doing at the moment: https://github.com/KVonGit/QEdit/issues/8#issuecomment-752119306

Simple bug fixes and improvements

Hi,

I tested the editor and it looks good so far, especially accessibility-wise. (Quest 5 had a few accessibility issues, and since Electron is essentially a Chromium browser running a JavaScript powered website, these issues are, for now, fixed as per default).

I do have a couple bug fixes/accessibility improvements for you, though:

  • Add mnemonics to menu items. By placing an & in front of the menu item labels like &File, you ensure Windows users can access the menu using alt + f. VITAL for accessibility, as there is no other way to access the menu otherwise (and even though many menu items have access keys, I couldn't see these access keys before I added the mnemonics).
  • The folder created when exporting to JavaScript is titled Game_name.. The trailing period, courtesy of Game_name**.**asl6, leads to issues on Windows. Suggested fix: Ammend file extension constant to ".asl6" and ".aslx" respectively or replace "." + file extension constant instead of just file extension constant.
  • Saving the game prints an error in the console, albeit not a "show stopper" -- apparently a function is missing.
  • Use Constants.QUEST_JS_DIR instead of just QUEST_JS_DIR in export to JavaScript. Also, in this case, the applications looks for the ququestjs folder one level too high, probably because of the leading ../. However, if I remove that, questjs doesn't get found on startup. I recommend farther investigation.

I'm willing to get on board and help you with the editor (also ensuring accessibility) if you'd like that, but currently that's a bit tricky: The wiki isn't really helpful to new developers, and I couldn't find (a) file(s) that would help me get a feel for the project, so I mostly had to figure things out on my own,is pretty time consuming.

Working in Arch Linux and Windows 10

Hello!

I hope you had a happy holiday!

I've been fooling around with this, and I've got it working (on a basic level, at least). I've tested it in Linux and Windows 10, and it seems to be working pretty well.

I fixed quite a few things, and I failed to take notes while doing so, but it's easy to see if you load the diff.

https://github.com/KVonGit/QEdit

The main thing was changing the way it named folders. (See this if you have folders with a "." at the end of the name in Windows that you can't delete, but be warned: I only found a way to delete the whole folder that contains said folders and it will NOT ask if you're sure first.)

Then, I changed it the way it found the input directory (and files) while copying files. Then, I changed the way it found the file path to load a game.

Amazingly, I'm pretty sure I got all of that working.

I also added all the missing "lib" files (and such) to the "jsquest" directory. So, you can scroll past most of the stuff at the beginning of the diff because it displays some of that code.


I've got a sad excuse for a change log / TODO list going on here: https://github.com/KVonGit/QEdit/issues/1


All I've done in a new game so far is:

  • Add a description to the lounge
  • Add an item to the lounge
  • Add an examine property (text) to the item.

That all works in the compiled game! Yippee!

Next, I'm adding a new room and an exit. More on this as it comes in . . .


PS

Is what you've got on GitHub right now working on your end? (I just realized I might be fixing stuff you've already fixed.)

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