more editor work on handling entity spawns
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6e76607030
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@ -15,6 +15,10 @@ function Animation:new(anim_data,speed)
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return o
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end
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function Animation:getCenteredOffset()
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return self.imgs[1]:getWidth()/2, self.imgs[1]:getHeight()/2
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end
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function Animation:change(anim_data)
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if anim_data.path == self.path
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then
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@ -139,6 +139,7 @@ function drawEditor()
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drawGameworldForeground()
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endGameworldDraw()
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doEditorEdit()
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drawSpawns()
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drawEditorRooms()
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drawSelectingPaletteTile()
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@ -206,15 +207,18 @@ function doEditorEdit()
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and love.keyboard.isDown("lshift") ~= true
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and love.keyboard.isDown("lctrl") ~= true
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then
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if Keybind:checkDown(Keybind.generic.lclick)
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and selecting_tile ~= nil
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then
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setTile(vertical,horizontal,selecting_tile)
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elseif Keybind:checkDown(Keybind.generic.rclick) then
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setTile(vertical,horizontal,0)
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if selecting_tile ~= nil then
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if Keybind:checkDown(Keybind.generic.lclick) then
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setTile(vertical,horizontal,selecting_tile)
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elseif Keybind:checkDown(Keybind.generic.rclick) then
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setTile(vertical,horizontal,0)
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end
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reloadLevelTiles()
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else
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if Keybind:checkDown(Keybind.generic.lclick) then
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selectSpawns(mouse_x,mouse_y)
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end
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end
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reloadLevelTiles()
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elseif Keybind:checkPressed(Keybind.generic.lshift) then
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expandLevelCanvas(math.sign(expand_h),math.sign(expand_v))
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reloadLevelTiles()
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@ -1,5 +1,6 @@
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CursedBook = Entity:new()
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CursedBook.type = "CursedBook"
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CursedBook.display = Animation:new(animation.cursed_book.flying)
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function CursedBook:new(x,y)
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local o = Entity:new(x,y)
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@ -1,5 +1,6 @@
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Decoration = Entity:new()
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Decoration.type = "Decoration"
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Decoration.display = nil
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function Decoration:new(x,y,animation,light_radius)
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local o = Entity:new(x,y)
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@ -1,5 +1,6 @@
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Fairy = Entity:new()
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Fairy.type = "Fairy"
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Fairy.display = Animation:new(animation.fairy.flying)
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function Fairy:new(x,y)
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local o = Entity:new(x,y)
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@ -1,5 +1,6 @@
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HookAnchor = Entity:new()
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HookAnchor.type = "HookAnchor"
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HookAnchor.display = Animation:new(animation.fairy.flying)
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function HookAnchor:new(x,y,hook_distance)
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local o = Entity:new(x,y)
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@ -1,5 +1,6 @@
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Kupo = Entity:new()
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Kupo.type = "Kupo"
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Kupo.display = Animation:new(animation.kupo.body)
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function Kupo:new(x,y)
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local o = Entity:new(x,y)
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@ -1,5 +1,6 @@
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Player = Entity:new()
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Player.type = "Player"
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Player.display = Animation:new(animation.nancy.idle)
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function Player:new(x,y)
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local o = Entity:new(x,y)
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@ -128,6 +128,7 @@ function Keybind:default()
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Keybind.generic.lclick = { keys = {1}}
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Keybind.generic.rclick = { keys = {2}}
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Keybind.generic.lshift = { keys = {"lshift"}}
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Keybind.generic.alt = { keys = {"alt"}}
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Keybind.generic.lctrl = { keys = {"lctrl"}}
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end
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@ -13,3 +13,71 @@ function activateSpawns()
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spawn.archetype:new(unpack(spawn.args))
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end
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end
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function selectSpawns(x,y)
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for _, spawn in pairs(LoadedObjects.Spawns) do
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spawn.selected = nil
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local offset_x, offset_y = spawn.archetype.display:getCenteredOffset()
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local left = spawn.args[1] - Camera.pos.x - offset_x
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local top = spawn.args[2] - Camera.pos.y - offset_y
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local right = spawn.args[1] - Camera.pos.x + offset_x
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local bottom = spawn.args[2] - Camera.pos.y + offset_y
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local x = (x / game.scale)
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local y = (y / game.scale)
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if x >= left and y >= top and x <= right and y <= bottom then
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spawn.selected = true
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end
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if spawn.selected then
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love.graphics.setColor(0,1,1,1)
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else
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love.graphics.setColor(0,1,0,1)
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end
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love.graphics.rectangle("fill",left-2,top-2,4,4)
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love.graphics.rectangle("fill",right-2,bottom-2,4,4)
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love.graphics.setColor(1,1,1,1)
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end
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end
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function drawSpawns()
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for _, spawn in pairs(LoadedObjects.Spawns) do
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local offset_x, offset_y = spawn.archetype.display:getCenteredOffset()
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love.graphics.setColor(1,1,1,1)
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spawn.archetype.display:draw(
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spawn.args[1] - Camera.pos.x - offset_x,
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spawn.args[2] - Camera.pos.y - offset_y
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)
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if spawn.selected then
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love.graphics.setColor(0,1,1,1)
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else
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love.graphics.setColor(0,1,0,1)
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end
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love.graphics.rectangle(
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"line",
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spawn.args[1] - Camera.pos.x - offset_x,
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spawn.args[2] - Camera.pos.y - offset_y,
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spawn.args[1] - Camera.pos.x + offset_x - (spawn.args[1] - Camera.pos.x - offset_x),
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spawn.args[2] - Camera.pos.y + offset_y - (spawn.args[2] - Camera.pos.y - offset_y)
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)
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if spawn.selected then
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local text = ""
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for i=1, #spawn.args do
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text = text .. tostring(spawn.args[i])..", "
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end
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love.graphics.print(
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spawn.archetype.type,
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spawn.args[1] - Camera.pos.x + 20,
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spawn.args[2] - Camera.pos.y
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)
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love.graphics.print(
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text,
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spawn.args[1] - Camera.pos.x + 20,
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spawn.args[2] - Camera.pos.y + 20
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)
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end
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end
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end
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