How to create smooth levels using Inkscape
Caution: this software is still in early development stage. Please report bugs on the irc
- 1 Required softwares
- 2 Pre-requesites
- 3 Draw the level
- 4 Transform all objects into paths
- 5 Level objects properties
- 6 Generate level file
- Inkscape (>= 0.44)
- Python (>= 2.4)
- Svg2lvl converter and inkscape extension (available in xmoto cvs)
$ cvs -z3 -d:pserver:firstname.lastname@example.org:/cvsroot/xmoto co -P xmoto/tools/svg2lvl/
You have to install the svg2lvl inkscape extension.
$ cd the_rep_where_you_ve_done_the_cvs_checkout $ cd xmoto/tools/svg2lvl/ $ mkdir -p ~/.inkscape/extensions/svg2lvl $ cp *.inx *.py ~/.inkscape/extensions/ $ ln -s /usr/share/inkscape/extensions/bezmisc.py ~./inkscape/extensions/bezmisc.py $ ln -s /usr/share/inkscape/extensions/inkex.py ~/.inkscape/extensions/inkex.py
Then, you can launch inkscape.
Go to the share/extensions/ directory inside your inkscape installation. Copy the .py files and .inx file inside that directory.
Then, launch inkscape.
Draw the level
You're ready to draw your level using Inskcape. See Inskcape howto's from the help menu.
Transform all objects into paths
Inskcape deals with its own shapes like stars, circles, ... so you have to convert them to path of vertex.
Disclaimer: don't put objects properties before transforming them to paths ! Else properties will be lost... Inkscape remove them.
Then, Shift+Ctrl+C (or use the menu)
And you got a path of vertex
Repeat this process for every inskcape shape (rectangle, circle, star, ...)
Level objects properties
Once your level is drawn, you have to put entities, blocks and sprites properties.
There is two ways of doing it. Manually or using inkscape effects.
Using inkscape Effects
The easiest way to change objects properties.
Select the objets whose you want to change their properties. Then go to the Effect menu and choose the X-moto sub-menu. From there you got other sub-menus to transform your objects into the desired type (Zones, Blocks and Entities).
It doesn't change graphically the objects (feel free to submit a patch), it updates the object label (see next section for a better description.
For example, we want to change the circle into a dynamic block using the texture Texture1 (it's a fake one, it doesn't exists). (Note that you can select more than one object at a time). First, we select the right entry in the X-moto submenu.
Then we put the texture name
And here is the result. To see it, right click on an object then select object properties.
The other way to change objects properties.
Select an object, right click on it, then select 'object properties'.
Properties are put inside the 'label' box. They are seperate with a '|'. If no properties are set, then the object is put as a block with default texture. You can also fill the 'id' box, it's useful if you write a lua script for the level, because you got the blocks, zones and entities names to use in your script.
WARNING : properties are case sensitive ! Write them with the exact case as show below.
A background block (it's a block in the background and the player can't interact with it) using the Dark Dirt texture:
A dynamic block using the default texture:
A block using the default texture:
(you have nothing to put in, let it blank (or let what inkscape puts in it))
A block using the Dark Dirt texture:
- size=float_number (the entity colision radius)
- param_name=param_value available params name are (there's more of them):
- z (for Sprite)
- name (for Sprite)
- style (for every entity)
- type (for ParticleSource)
A particle source throwing smoke:
A tree sprite put under foreground blocks
End of level:
- The only possible value for a zone
Generate level file
You no longer have to add many vertex, the script handle that itself !
launch the converter
In order to save your level in the .lvl file format, use the menu File -> Save as... (or use Shift-Ctrl-S) and choose the X-Moto Level file extension, put the level file name then press Save.
A new window pops, you have to put:
- level width : the level width in xmoto unit. play with it until you find the right value for your level
- smoothitude : the higher the value, the smoothest the level. But don't add to much vertex, because xmoto doesn't scale very well with big levels made with thousands of vertex... and became quite slow...
- lua script : the absolute path to your lua script (leave blank if your level doesn't have a lua script)
- level id : the level id (each level got a unique one)
Then your level file will be save in the place you choose in the Save as... window.
Disclaimer: on GNU/Linux, it seems that saving the level directly inside ~/.xmoto/Levels/ doesn't work...
Disclaimer2: There's a bug in Inkscape. The very first time you save a level in lvl, put something into the lua script box. Else Inkscape will abort...
You can also use the command line.
$ python svg2lvl.py --width=100.0 --smooth=95.0 --lua= --name=myLevelId svgfile > levelfile.lvl
- level width in xmoto unit
- smooth percent (play with it)
- absolute path to lua script file (optional)
- level id
- absolute path to the svg file
Then, put your lvl generated file into your xmoto Levels directory, and you can play it:
The script add a log file svg2lvl.log into your home directory.