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02 Creating a Cadet Scene
Now that your CadetEditor
extension is setup, launch the CoreEditor_AIR
project selecting the CoreEditor_AIR_CadetEditor
configuration, as explained in the previous tutorial.
Select the Barebones2D
template from the Splash Screen. This template simply creates a Cadet scene with a Renderer2D
component from an XML serialized template, which can be found here:
[CoreEditor-as]/deploy/extensions/fileTemplates/barebones2DS.cdt2d
Hopefully the behind the scenes process here of contributing a file type and associating an editor with the CoreEditor_AIR
app rings a bell now from reading the File Types tutorial in the CoreEditor
tutorials.
The code responsible for these contributions can be found in the application file CadetEditor_Ext_2DS.as
within the CadetEditor_Ext_2DS project
, and looks like this:
// File Types
resourceManager.addResource( new FileType( "Cadet2D Editor Scene", "cdt2d", CadetEditorIcons.CadetEditor ) );
// Editors
resourceManager.addResource( new EditorFactory( CadetEditorContext2D, "Cadet2D Editor", "cdt2d", CadetEditorIcons.CadetEditor ) );
Also, in the same way that the first run of the CoreEditor
app created the folder My Documents/CoreEditor
, the first run of the CadetEditor2D
app created the folder My Documents/Cadet2D
. This acts as the default folder for the application to load and save files from.
Now select “File/Save”, call the file scene1
and click “save”. Next select “File/Close”, the “File/Open...”, select scene1.cdt2d
from the dialogue and press OK. The scene will reopen.