Editor overview¶
After opening a Project Crown immediately starts compiling the resources it contains. Once the process is complete, the Level Editor is launched and should look similar to the image below:
The Level Editor interface in its default configuration.¶
The Level Editor is split into several panels:
Number |
Name |
What it shows |
|---|---|---|
1 |
The current project’s contents. |
|
2 |
Messages from the Level Editor, the Game and other Runtimes. |
|
3 |
The properties of the currently selected object. |
|
4 |
A hierarchical view of all the objects in the Level. |
|
5 |
The Level being edited. |
|
6 |
Menubar |
Common commands for editing / debugging / opening editors etc. |
7 |
Toolbar |
Tools and common options for editing. |
8 |
Statusbar |
Contextual info and small self-contained messages. |
9 |
Titlebar |
Start/Stop Level button, current level name and edit status. |
Layout customization¶
Most panels are optional and can be toggled from the View menu in the
Menubar.
The Console can be shown or hidden quickly with the Ctrl+` shortcut. Use
the same shortcut to jump to the Command Bar in the Console.
Running the game¶
Press F5 to play the currently edited level. Crown saves a copy of the
level you are editing and launches it in a separate window. When the level is
running, the Console automatically connects to the game’s runtime and
switches to communicate with it.
To stop the playtest, close the game window or press the Stop Level button on the Titlebar. If the runtime takes too long to stop, it will be forcibly terminated. At exit the Console will switch back to communicating with the editor’s runtime.
To run the full game, choose Debug -> Run Game from the Menubar. In this
mode Crown launches the game as it would run for an end user.