consistent indentation

This commit is contained in:
lustlion
2022-02-26 03:56:53 +01:00
parent 42cf9cfec8
commit 1580dc3463
38 changed files with 2071 additions and 2071 deletions

View File

@@ -1,65 +1,65 @@
function EditorStep()
palette = palette or false
AnimateTiles()
palette = palette or false
AnimateTiles()
if Keybind:CheckPressed(Keybind.editor.palette) then
if palette then
palette = false
palette_scroll_x = nil
palette_scroll_y = nil
else
palette = true
palette_scroll_x = 0
palette_scroll_y = 0
end
end
if love.keyboard.isDown('a',"left") then
Camera.pos.x = Camera.pos.x - 3*game.scale
end
if love.keyboard.isDown('d',"right") then
Camera.pos.x = Camera.pos.x + 3*game.scale
end
if love.keyboard.isDown("up", "w") then
Camera.pos.y = Camera.pos.y - 3*game.scale
end
if Keybind:CheckPressed(Keybind.editor.palette) then
if palette then
palette = false
palette_scroll_x = nil
palette_scroll_y = nil
else
palette = true
palette_scroll_x = 0
palette_scroll_y = 0
end
end
if love.keyboard.isDown('a',"left") then
Camera.pos.x = Camera.pos.x - 3*game.scale
end
if love.keyboard.isDown('d',"right") then
Camera.pos.x = Camera.pos.x + 3*game.scale
end
if love.keyboard.isDown("up", "w") then
Camera.pos.y = Camera.pos.y - 3*game.scale
end
if love.keyboard.isDown("down", "s") then
Camera.pos.y = Camera.pos.y + 3*game.scale
end
if palette then
if Keybind:CheckPressed(Keybind.debug.debug) then
local next = false
local export = nil
for k, v in pairs(tileset) do
if export == nil then
export = v
end
if next then
LevelData.tileset = v
next = false
break
end
if palette then
if Keybind:CheckPressed(Keybind.debug.debug) then
local next = false
local export = nil
for k, v in pairs(tileset) do
if export == nil then
export = v
end
if next then
LevelData.tileset = v
next = false
break
end
if v == LevelData.tileset then
next = true
end
end
if next then
LevelData.tileset = export
end
LevelGetTileData()
LevelIndexTiles()
end
end
if v == LevelData.tileset then
next = true
end
end
if next then
LevelData.tileset = export
end
LevelGetTileData()
LevelIndexTiles()
end
end
if Keybind:CheckPressed(Keybind.debug.reload) then
ExportLevel("test")
end
if Keybind:CheckPressed(Keybind.debug.reload) then
ExportLevel("test")
end
if Keybind:CheckPressed(Keybind.debug.editor) then
editor_mode = false
TileCreateObjects()
end
if Keybind:CheckPressed(Keybind.debug.editor) then
editor_mode = false
TileCreateObjects()
end
end
function EditorScroll(y)
@@ -76,163 +76,163 @@ function EditorScroll(y)
end
function EditorDraw()
GameworldDrawPrepare()
GameworldDrawBackground()
GridDisplay()
GameworldDrawForeground()
GameworldDrawEnd()
EditorDoEdit()
GameworldDrawPrepare()
GameworldDrawBackground()
GridDisplay()
GameworldDrawForeground()
GameworldDrawEnd()
EditorDoEdit()
DrawSelectingPaletteTile()
if palette then
EditorDoPalette()
end
DrawSelectingPaletteTile()
if palette then
EditorDoPalette()
end
end
function EditorDoEdit()
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
local horizontal = 1+math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
local vertical = 1+math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
local expand_h = 0
local expand_v = 0
local LevelWidth = LevelGetTileWidth()
local LevelHeight = LevelGetTileHeight()
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
local horizontal = 1+math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
local vertical = 1+math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
local expand_h = 0
local expand_v = 0
local LevelWidth = LevelGetTileWidth()
local LevelHeight = LevelGetTileHeight()
if horizontal > LevelWidth then
expand_h = horizontal-LevelWidth
elseif horizontal < 0 then
expand_h = horizontal
if horizontal > LevelWidth then
expand_h = horizontal-LevelWidth
elseif horizontal < 0 then
expand_h = horizontal
end
if vertical > LevelHeight then
expand_v = vertical-LevelHeight
expand_v = vertical-LevelHeight
elseif vertical < 0 then
expand_v = vertical
expand_v = vertical
end
love.graphics.print("> " .. horizontal .. ", " .. vertical .. "; " .. math.floor(mouse_x / game.scale + Camera.pos.x) .. ", " .. math.floor(mouse_y / game.scale + Camera.pos.y))
love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
love.graphics.print("> " .. horizontal .. ", " .. vertical .. "; " .. math.floor(mouse_x / game.scale + Camera.pos.x) .. ", " .. math.floor(mouse_y / game.scale + Camera.pos.y))
love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
if not palette then
if LevelTiles[vertical] ~= nil
and LevelTiles[vertical][horizontal] ~= nil
and love.keyboard.isDown("lshift") ~= true
and love.keyboard.isDown("lctrl") ~= true
then
if Keybind:CheckDown(Keybind.generic.lclick)
and selecting_tile ~= nil
then
SetTile(vertical,horizontal,selecting_tile)
elseif Keybind:CheckDown(Keybind.generic.rclick) then
SetTile(vertical,horizontal,0)
end
LevelReloadTiles()
if not palette then
if LevelTiles[vertical] ~= nil
and LevelTiles[vertical][horizontal] ~= nil
and love.keyboard.isDown("lshift") ~= true
and love.keyboard.isDown("lctrl") ~= true
then
if Keybind:CheckDown(Keybind.generic.lclick)
and selecting_tile ~= nil
then
SetTile(vertical,horizontal,selecting_tile)
elseif Keybind:CheckDown(Keybind.generic.rclick) then
SetTile(vertical,horizontal,0)
end
LevelReloadTiles()
elseif Keybind:CheckPressed(Keybind.generic.lshift) then
LevelExpandCanvas(math.sign(expand_h),math.sign(expand_v))
LevelReloadTiles()
elseif Keybind:CheckPressed(Keybind.generic.lctrl) then
LevelReduceCanvas(math.sign(expand_h),math.sign(expand_v))
LevelReloadTiles()
end
end
elseif Keybind:CheckPressed(Keybind.generic.lshift) then
LevelExpandCanvas(math.sign(expand_h),math.sign(expand_v))
LevelReloadTiles()
elseif Keybind:CheckPressed(Keybind.generic.lctrl) then
LevelReduceCanvas(math.sign(expand_h),math.sign(expand_v))
LevelReloadTiles()
end
end
end
function DrawSelectingPaletteTile()
if selecting_tile ~= nil and selecting_tile ~= 0 then
if selecting_tile ~= nil and selecting_tile ~= 0 then
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
local horizontal = math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
local vertical = math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
local draw_x = tileProperties.width * horizontal - Camera.pos.x
local draw_y = tileProperties.height * vertical - Camera.pos.y
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
local horizontal = math.floor(((mouse_x/game.scale) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
local vertical = math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
local draw_x = tileProperties.width * horizontal - Camera.pos.x
local draw_y = tileProperties.height * vertical - Camera.pos.y
love.graphics.draw(
LevelData.tileset,
TileIndex[selecting_tile],
draw_x,
draw_y
)
end
love.graphics.draw(
LevelData.tileset,
TileIndex[selecting_tile],
draw_x,
draw_y
)
end
end
function EditorDoPalette()
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local width = LevelData.tileset:getPixelWidth()/tileProperties.width
local height = LevelData.tileset:getPixelHeight()/tileProperties.height
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle(
"fill",
(palette_scroll_x + 1) * (tileProperties.width+1),
(palette_scroll_y + 1) * (tileProperties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
)
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle(
"fill",
(palette_scroll_x + 1) * (tileProperties.width+1),
(palette_scroll_y + 1) * (tileProperties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
)
love.graphics.setColor(1,1,1,1)
local position_x = 1
local position_y = 1
for i = 1, #TileIndex-width-1 do
love.graphics.setColor(1,1,1,1)
local position_x = 1
local position_y = 1
for i = 1, #TileIndex-width-1 do
local tile_x = (palette_scroll_x + position_x) * (tileProperties.width+1)
local tile_y = (palette_scroll_y + position_y) * (tileProperties.height+1)
local tile_x = (palette_scroll_x + position_x) * (tileProperties.width+1)
local tile_y = (palette_scroll_y + position_y) * (tileProperties.height+1)
love.graphics.draw(
LevelData.tileset,
TileIndex[i],
tile_x,
tile_y,
0,
1,
1
)
if Keybind:CheckDown(Keybind.generic.lclick) then
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
love.graphics.draw(
LevelData.tileset,
TileIndex[i],
tile_x,
tile_y,
0,
1,
1
)
if Keybind:CheckDown(Keybind.generic.lclick) then
local mouse_x = love.mouse.getX()
local mouse_y = love.mouse.getY()
if mouse_x > (tile_x) * game.scale
and mouse_x < (tile_x + tileProperties.width) * game.scale
and mouse_y > (tile_y) * game.scale
and mouse_y < (tile_y + tileProperties.height) * game.scale
then
selecting_tile = position_x + ((position_y-1) * width)
if mouse_x > (tile_x) * game.scale
and mouse_x < (tile_x + tileProperties.width) * game.scale
and mouse_y > (tile_y) * game.scale
and mouse_y < (tile_y + tileProperties.height) * game.scale
then
selecting_tile = position_x + ((position_y-1) * width)
love.graphics.print(selecting_tile .. " | " .. tile_x .. ", " .. tile_y, 0, 20)
end
end
love.graphics.print(selecting_tile .. " | " .. tile_x .. ", " .. tile_y, 0, 20)
end
end
if Keybind:CheckDown(Keybind.generic.rclick) then
selecting_tile = nil
end
if Keybind:CheckDown(Keybind.generic.rclick) then
selecting_tile = nil
end
if selecting_tile ~= nil and selecting_tile ~= 0 and i == selecting_tile then
love.graphics.setColor(1,0,1,1)
if selecting_tile ~= nil and selecting_tile ~= 0 and i == selecting_tile then
love.graphics.setColor(1,0,1,1)
love.graphics.rectangle(
"line",
tile_x,
tile_x,
tile_y,
tileProperties.width,
tileProperties.height
)
love.graphics.setColor(1,1,1,1)
end
love.graphics.setColor(1,1,1,1)
end
position_x = position_x + 1
position_x = position_x + 1
if position_x > width then
position_x = position_x - width
position_y = position_y + 1
end
if position_x > width then
position_x = position_x - width
position_y = position_y + 1
end
end
love.graphics.rectangle(
"line",
(palette_scroll_x + 1) * (tileProperties.width+1),
(palette_scroll_y + 1) * (tileProperties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
love.graphics.rectangle(
"line",
(palette_scroll_x + 1) * (tileProperties.width+1),
(palette_scroll_y + 1) * (tileProperties.height+1),
1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
)
end