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01 Getting Started
You will need a working build of CoreEditor
set-up in FlashBuilder before you can use the CadetEditor
Extension. Details of how to do this can be found in the Getting Started CoreEditor tutorial.
Additionally, you will need the following GitHub repositories checked-out on your machine, ideally into the same folder you checked out the CoreEditor
repositories into.
- https://github.com/Gamua/Starling-Framework
- https://github.com/Gamua/Starling-Extension-Particle-System
- https://github.com/StarlingGraphics/Starling-Extension-Graphics
After checking these out, add each one as a project to FlashBuilder. It’s advisable to add them in the same order as above, as FlashBuilder may exhibit a bug where it doesn't realise a previously missing library project has now been added.
The CadetEngine2D
libraries are dependent on Starling
, if you have already completed the CadetEngine
tutorials, you will be familiar with importing the following:
[Starling-Framework]/starling
[Starling-Extension-Graphics]/extension
[Starling-Extension-Particle-System]
Next import the base CadetEngine
library, plus 2D rendering via Starling
and physics via Box2D
:
[CadetEngine-as]/cadet
[CadetEngine-as]/cadet2d
[CadetEngine-as]/cadet2dBox2d
Then the base CadetEditor
library, plus 2D rendering via Starling
and physics via Box2D
:
[CadetEditor-as]/cadetEditor
[CadetEditor-as]/cadetEditor2D
[CadetEditor-as]/cadetEditor2DS
[CadetEditor-as]/cadetEditor2DBox2D
[CadetEditor-as]/cadetEditor2DSBox2D
And finally the base CadetEditor
extension and the CadetEditor2D
extensions, which contribute code in the above libraries to the CoreEditor
:
[CadetEditor-as]/cadetEditor_Ext
[CadetEditor-as]/cadetEditor_Ext_2DS
[CadetEditor-as]/cadetEditor_Ext_2D_Box2D
[CadetEditor-as]/cadetEditor_Ext_2D_Geom
Once you've added all projects and built them, open up the properties for the CoreEditor_AIR
project. When the Core app runs, it looks for a file sat next to it called config.xml
. This file contains details of the extensions Core should load, and also what style and file system providers to employ.
We can pass in a path to a different config file to force core to configure itself differently. We will do this now so that we can choose to launch CoreEditor
using a config file that loads the CadetEditor
Extensions.
Open the properties for the CoreEditor_AIR
project. Select ‘Run/Debug Settings’ from the left hand menu. There should be an existing launch configuration called CoreEditor_AIR
in the right hand list. Select this, then click ‘Duplicate’ on the right.
With the duplicated launch configuration selected, click ‘Edit…’ also on the right. At the top, give this launch configuration the name CoreEditor_AIR_CadetEditor
, and add the following text to the ‘Command line arguments’ field:
cadetEditor2DSConfig.xml
If you’re wondering where this cadetEditor2DSConfig.xml
file has come from – it’s actually already included in the CoreEditor_AIR
GitHub repository.
Click OK to close this panel, and then click OK again to close the project properties panel.
Now when you launch the CoreEditor_AIR
project, you will be given a choice of launch configurations (right click on project > Run As > Desktop Application). Make sure you choose CoreEditor_AIR_CadetEditor
then click ok. CoreEditor
should now launch fully configured with the CadetEditor
Extension.