walzer / deprecated-cocos-prd

Drafts of product design. We have already implemented most of them in cocos.
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Work flow proposal (Studio / IDE) #4

Open Wu-Hao opened 10 years ago

Wu-Hao commented 10 years ago

Integration and work flow for cocos creator

Problem

The problem lies on the editors layer, what is the order between Code IDE and Cocos Studio? How to transition from Code IDE to Cocos Studio and vice versa?

Proposal

Lets treat IDE and Studio in parallel, that is they are both part of the same creation stage, and work in conjunction.

Think of Unity, one may think it is a powerful game editor, but it also comes with an IDE (mono develop). Unity it self is the Launcher and the editor, it bundles an IDE

While Cocos2d user base is significantly different than Unity, most of them are from a programming background instead of a more design oriented background, therefor, we can not copy unity's configuration (Launcher/Editor + IDE), nor should we use IDE oriented configuration (Launcher/IDE + Editor), and since we have the Launcher as a separated module, we should use Launcher + IDE + Editor configuration.

IDE and Studio exists in parallel, and since we have the Launcher, and its up to the user to decide which program they want to use when creating a new game or open a project. image

Parallelization

To make Studio and IDE works in parallel, that is you can jump from coding to editing and vice versa, those 2 products must be better integrated, the proposed solution to let Studio and IDE to work together is as follow:

From Code IDE to Studio

Phase 1 Features: (could be possible before 28th OCT)

Instead of windows and mac runtimes to test the game, add another option to use Studio as the testing runtime, (and should be the default for cocos creator) When user clicks the debug run button, Studio is then launched In Studio you can see the game world running with the game logic The game logic should be controlled from Cocos IDE, and be able to make break points, supports live coding, and all major debugging features from Cocos IDE Studio will need a switch to switch from game mode to editing mode, in editing mode, keyboard and mouse events are swallowed by editor, which you can then select objects, see and manipulate their attributes; in game mode, keyboard and mouse events are passed straight to the game logic

Phase 2 Features: (may not be possible before 28th OCT)

Selecting an object, there should be an easy way to find where it is created in the script, which will then take you to IDE

From Studio to IDE

Using Studio to create game assets such as UI, game world, there should be a feature to generate a base code and open the script in Code IDE

Conclusion

The game creation stage is where Studio and IDE in parallel, Users will often have both programs open at the same time and switching betweens them.

linshun commented 10 years ago

Great suggestion. They will work more efficiently if they can invoke each other and debug on Cocos Studio.

ricardoquesada commented 10 years ago

sounds good to me.

One thing that is important, is to unify the project file. I think that right now there is a Cocos Studio project file, and Cocos Code IDE project file (is this correct). If so, what we need is just one project file that can be edited both by Cocos Studio and Code IDE.