A tool to assist editing sprite metadata for importing into any game engine.
Make sure you've installed Deno 2: https://docs.deno.com/runtime/getting_started/installation/. If you have used node, you'll find deno very familiar. If you have not used node, it might be worth going through a tutorial or two of either node (JS/TS) or deno (just TS) to familiarize yourself.
Unlike node, deno will pull in all its dependencies at build time so there's no additional installation steps.
The Sprite-Deet-App is a web app, which will live in the src
with app.ts
as the entry point.
To use it though, you need a server so there is a lightweight server with hot reloading enabled in main.ts
.
Though deno has a typescript-enabled runtime, browsers do not, so the typescript code needs to be transpiled to jvascript to work in the browser.
So the code the browser uses actually lives in public/js/bundle.js
.
Realistically you shouldn't have to touch that file, but I add logging in there some times when debugging since it'll go away the next time its transpiled.
This also means that if you make a change to the typescript and do not transpile, your change will not be picked up.
The main command is deno run dev
.
This will start the deno server, and set up the watcher for changes to the typescript and/or html.
If you add a file that needs watching, you'll want to update the watcher line in main.ts
accordingly.
You can check in deno.json
for what deno run dev
does if you're curious.