Editors and UI
Since the data editor is going to have a lot of text input and other UI elements, I decided to try flixel-ui again. It's the de facto way to do UI stuff in flixel, so I might as well see if I can get it to work.
A while back, when I last tried it, I ran into all sorts of library version conflicts, and gave up. This time, with some confidence borrowed from Lars, I tried again. I hit a compile error almost immediately, but decided to insert some shim code to hack my way around it until the libraries were more stable. It turned out to be a pretty simple null-pointer fix.
Once that was up and running, it was time to see if I could get text inputs added to my data editor for each interaction in the game. This turned out to be a bit trickier than expected, but only partially because I'm dumb.
You see, by default, text input fields are invisible. So I spent quite a bit of time pulling my hair out, trying to figure out why text input fields were missing, but all other UI elements showed up. An hour or so of tracing and stepping through code led me to the inevitable: it was working and my wrong assumptions are what sunk me.
With that figured out, I was back on the road to editor-making. As of now, I have a purple box on the screen for each interaction, labeled with the name. I want to see if I can get an editable widget for each of the data fields, and then do the same for each condition and condition trigger. Then, I can start linking them with arrows and arranging them on-screen so it's easier for me to keep track of how they link and interact.
Then, I think I can get back to this food-container problem I'm trying to sort out. Namely, I'll better understand how to hook food up the way I need to for it to be a consumable, contained item, using the interaction/condition system.
That's all for today. Have a good night, all!