added specific action keybinds to the editor
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				@ -1,8 +1,11 @@
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assert(editor == nil)
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editor = { room_mode = false }
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editor = {
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	room_mode = false,
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	palette_mode = false
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}
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function stepEditor()
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	palette = palette or false
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	editor.palette_mode = editor.palette_mode or false
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	animateTiles()
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	if Keybind:checkPressed(Keybind.editor.room_mode) then
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		if love.keyboard.isDown("lshift") then
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@ -13,35 +16,61 @@ function stepEditor()
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		editor.room_points = {}
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	end
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	if Keybind:checkPressed(Keybind.editor.palette) then
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		if palette then
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			palette = false
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	if Keybind:checkPressed(Keybind.editor.palette_mode) then
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		if editor.palette_mode then
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			editor.palette_mode = false
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			palette_scroll_x = nil
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			palette_scroll_y = nil
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		else
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			palette = true
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			editor.palette_mode = true
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			palette_scroll_x = 0
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			palette_scroll_y = 0
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		end
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	end
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	if Keybind:checkPressed(Keybind.editor.palette_mode) then
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		if editor.palette_mode then
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			editor.palette_mode = false
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			palette_scroll_x = nil
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			palette_scroll_y = nil
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		else
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			editor.palette_mode = true
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			palette_scroll_x = 0
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			palette_scroll_y = 0
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		end
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	end
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		if Keybind:checkPressed(Keybind.editor.palette_mode) then
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			if editor.palette_mode then
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				editor.palette_mode = false
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				palette_scroll_x = nil
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				palette_scroll_y = nil
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			else
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				editor.palette_mode = true
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				palette_scroll_x = 0
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				palette_scroll_y = 0
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			end
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		end
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	-- TODO:
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	if love.keyboard.isDown('a',"left") then
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		Camera.pos.x = Camera.pos.x - 3/game.scale
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  -- i changed this but i dont know what was to do here.
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	-- - made specific action keybinds
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	if Keybind:checkDown(Keybind.editor.left) then
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		Camera.pos.x = Camera.pos.x - 3
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	end
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	if love.keyboard.isDown('d',"right") then
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		Camera.pos.x = Camera.pos.x + 3/game.scale
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	if Keybind:checkDown(Keybind.editor.right) then
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		Camera.pos.x = Camera.pos.x + 3
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	end
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	if love.keyboard.isDown("up", "w") then
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		Camera.pos.y = Camera.pos.y - 3/game.scale
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	if Keybind:checkDown(Keybind.editor.up) then
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		Camera.pos.y = Camera.pos.y - 3
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	end
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	if love.keyboard.isDown("down", "s") then
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		Camera.pos.y = Camera.pos.y + 3/game.scale
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	if Keybind:checkDown(Keybind.editor.down) then
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		Camera.pos.y = Camera.pos.y + 3
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	end
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	if palette then
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		if Keybind:checkPressed(Keybind.debug.debug) then
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	if editor.palette_mode then
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		if Keybind:checkPressed(Keybind.editor.palette_change) then
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			local next = false
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			local export = nil
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			for k, v in pairs(tileset) do
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@ -66,7 +95,7 @@ function stepEditor()
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		end
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	end
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	if Keybind:checkPressed(Keybind.debug.reload) then
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	if Keybind:checkPressed(Keybind.editor.save) then
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		Prompt:new({
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			name = "level name",
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			input = "unnamed",
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@ -85,13 +114,13 @@ function stepEditor()
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	end
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	if Keybind:checkPressed(Keybind.debug.editor) then
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		editor_mode = false
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		editor_mode = editor_mode
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		createTileObjects()
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	end
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end
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function scrollEditor(y)
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	if palette then
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	if editor.palette_mode then
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		if love.keyboard.isDown("lshift") then
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			palette_scroll_y = palette_scroll_y + y
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		else
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@ -114,7 +143,7 @@ function drawEditor()
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	drawEditorRooms()
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	drawSelectingPaletteTile()
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	if palette then
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	if editor.palette_mode then
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		doEditorPalette()
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	end
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end
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@ -171,7 +200,7 @@ function doEditorEdit()
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		else
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			love.graphics.print("Select bottom right of new room", 0, 20)
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		end
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	elseif not palette then
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	elseif not editor.palette_mode then
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		if 	LevelTiles[vertical] ~= nil
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		and LevelTiles[vertical][horizontal] ~= nil
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		and love.keyboard.isDown("lshift") ~= true
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@ -112,10 +112,16 @@ function Keybind:default()
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	Keybind.debug.playback = { keys = {"f6"}}
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	-- Editor
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	Keybind.editor.palette = { keys = {"tab"}}
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	Keybind.editor.palette_mode = { keys = {"tab"}}
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	Keybind.editor.room_mode = { keys = {"r"}}
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	Keybind.editor.entity_mode = { keys = {"e"}}
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	Keybind.editor.properties_mode = { keys = {"p"}}
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	Keybind.editor.left = { keys = {"left", "a"}}
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	Keybind.editor.right = { keys = {"right", "d"}}
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	Keybind.editor.up = { keys = {"up", "w"}}
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	Keybind.editor.down = { keys = {"down", "s"}}
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	Keybind.editor.palette_change = { keys = {"f1"}}
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	Keybind.editor.save = { keys = {"f3"}}
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	-- Generic
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	Keybind.generic.lclick = { keys = {1}}
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