add Rect, begin work on multiselect
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commit
829963e080
@ -77,3 +77,16 @@ function Camera:positionAt(x,y)
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self.pos.y = math.floor((y/self.height)*self.height)
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end
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-- translate screen coordinates to game coordinates
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function Camera:ptScreenToGame(pt)
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return self.pos + pt
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end
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function Camera:mouseScreenPos()
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return Point:new(love.mouse.getX(),love.mouse.getY()) / game.scale
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end
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-- return the mouse position as game coordinates
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function Camera:mouseGamePos()
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return self:ptScreenToGame(self:mouseScreenPos())
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end
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@ -88,3 +88,7 @@ function Collision:draw(color)
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love.graphics.setColor(0,1,90,0.5)
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love.graphics.rectangle("line",self.from.x-Camera.pos.x, self.from.y-Camera.pos.y, self.width, self.height)
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end
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function Collision:asRect()
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return Rect:fromCoords(self.from.x, self.from.y, self.to.x, self.to.y)
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end
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@ -1,17 +1,36 @@
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assert(editor == nil)
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editor = {
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active = false,
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room_mode = false,
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--palette_mode = false,
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palette = {
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active = false,
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scroll = Point:new(0, 0),
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},
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multiselect = {
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active = false,
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sweeping = false,
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box = nil,
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},
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pan = { fixed = false, speed = 3 },
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}
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function stepEditor()
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animateTiles()
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local osweep = editor.multiselect.sweeping
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editor.multiselect.sweeping = love.mouse.isDown(2)
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frameDebug("sweeping: "..tostring(editor.multiselect.sweeping))
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if editor.multiselect.sweeping and not editor.multiselect.active then
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print("multiselect enabled")
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editor.multiselect.active = true
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end
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if not osweep and osweep ~= editor.multiselect.sweeping then
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editor.multiselect.box = nil
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end
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if editor.multiselect.active then
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doEditorMultiselect()
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end
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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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editor.room_mode = "delete"
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@ -89,13 +108,6 @@ function stepEditor()
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end,
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}):activate()
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end
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if Keybind:checkPressed(Keybind.debug.editor) then
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editor_mode = not editor_mode
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deselectSpawns()
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createTileObjects()
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restartGame()
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end
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end
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function scrollEditor(y)
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@ -128,6 +140,10 @@ function drawEditor()
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if editor.palette.active then
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doEditorPalette()
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end
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if editor.multiselect.box ~= nil then
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frameDebug("drawing multiselect "..tostring(editor.multiselect.box))
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drawEditorMultiselect()
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end
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end
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function doEditorEdit()
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@ -354,6 +370,25 @@ end
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function drawEditorRooms()
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for _, room in pairs(LoadedObjects.Rooms) do
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love.graphics.setColor(0,0,100,1)
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love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height)
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room:asRect():draw("line")
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--love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height)
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end
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end
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function drawEditorMultiselect()
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love.graphics.setColor(100,100,50,1)
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editor.multiselect.box:draw("line")
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end
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function doEditorMultiselect()
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local mousept = Camera:mouseGamePos()
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if editor.multiselect.box == nil then
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print("sweep started")
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editor.multiselect.box = Rect:fromPoints(mousept, mousept)
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print("box: "..tostring(editor.multiselect.box))
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elseif editor.multiselect.sweeping then
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editor.multiselect.box.max = mousept
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frameDebug("swept to "..tostring(mousept))
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end
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end
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@ -53,10 +53,6 @@ function stepGame()
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initMenu("dialog",dialog_sequence.example)
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end
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if Keybind:checkPressed(Keybind.debug.editor) then
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editor_mode = true
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end
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if Keybind:checkPressed(Keybind.debug.recording) then
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if DemoRecording then
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Demo:endRecord()
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75
code/rect.lua
Normal file
75
code/rect.lua
Normal file
@ -0,0 +1,75 @@
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-- based of of plan9's Rectangle struct
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-- rect.max is not counted as "in" the rectangle
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Rect = {}
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Rect.__index = Rect
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function Rect:fromPoints(pt1, pt2)
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local o = { min = pt1, max = pt2 }
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setmetatable(o, self)
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return o
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end
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function Rect:fromCoords(x1, y1, x2, y2)
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return Rect:fromPoints(Point:new(x1, y1), Point:new(x2, y2))
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end
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-- clone refers to a deep copy
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function Rect:clone()
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return Rect:fromCoods(self.min.x, self.min.y, self.max.x, self.max.y)
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end
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-- make sure min and max refer to the correct corners
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-- acts in place, returns self
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function Rect:fix()
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if self.min.x > self.max.x then
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self.min.x, self.max.x = self.max.x, self.min.x
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end
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if self.min.y > self.max.y then
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self.min.y, self.max.y = self.max.y, self.min.y
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end
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end
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function Rect:width()
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return self.max.x - self.min.x
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end
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function Rect:height()
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return self.max.y - self.min.y
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end
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function Rect:size()
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return Point:new(self:width(), self:height())
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end
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function Rect:__add(pt)
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return Rect:fromPoints(self.min + pt, self.max + pt)
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end
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function Rect:corners()
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return {
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self.min:copy(), -- top left
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Point:new(self.max.x, self.min.y), -- top right
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Point:new(self.min.x, self.max.y), -- bottom left
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self.max:copy(), -- bottom right
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}
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end
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function Rect:containsPoint(pt)
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return self.min.x < pt.x and
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self.min.y < pt.y and
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pt.x < self.max.x and
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pt.y < self.max.y
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end
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function Rect:overlapsRect(other)
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return self.min.x<other.max.x and self.min.x<other.max.x and
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self.min.y<other.max.y and self.min.y<other.max.y
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end
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function Rect:draw(style)
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love.graphics.rectangle(style, self.min.x - Camera.pos.x, self.min.y - Camera.pos.y, self:width(), self:height())
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end
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function Rect:__tostring()
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return "Rect["..tostring(self.min).." "..tostring(self.max).."]"
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end
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@ -14,6 +14,7 @@ require "code/in_out"
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-- classes
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require "code/point"
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require "code/rect"
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require "code/objects"
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require "code/level"
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require "code/camera"
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18
main.lua
18
main.lua
@ -6,9 +6,10 @@ function love.load()
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secs = 0
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menu_type = "no"
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-- FIXME: this overrides a standard library!
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debug = false
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debug_collision = false
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editor_mode = false
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--editor_mode = false
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text_size = 1
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@ -103,6 +104,15 @@ function love.update(dt)
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return
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end
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if Keybind:checkPressed(Keybind.debug.editor) then
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if editor.active then
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deselectSpawns()
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createTileObjects()
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restartGame()
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end
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editor.active = not editor.active
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end
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if love.keyboard.isDown("f7") then
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local test_prompt = Prompt:new({
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name = "test prompt",
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@ -127,7 +137,7 @@ function love.update(dt)
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if menu_type ~= nil then stepMenu(menu_type) end
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--editor
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if editor_mode then
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if editor.active then
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stepEditor()
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else
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stepGame()
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@ -136,7 +146,7 @@ end
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function love.wheelmoved(_, y)
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if editor_mode then
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if editor.active then
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scrollEditor(y)
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end
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end
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@ -150,7 +160,7 @@ function love.draw()
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game_resize = false
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end
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if editor_mode then
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if editor.active then
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drawEditor()
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else
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drawGame()
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