assert(editor == nil) editor = { room_mode = false } function stepEditor() palette = palette or false animateTiles() if Keybind:checkPressed(Keybind.editor.room_mode) then if love.keyboard.isDown("lshift") then editor.room_mode = "delete" else editor.room_mode = not editor.room_mode end editor.room_points = {} 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 -- TODO: 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 v == LevelData.tileset then next = true end end if next then LevelData.tileset = export end getLevelTileData() indexLevelTiles() end end if Keybind:checkPressed(Keybind.debug.reload) then Prompt:new({ name = "level name", input = "unnamed", func = function(name_prompt) if name_prompt.canceled then return end Prompt:new({ name = "filename", input = "level.lua", func = function(file_prompt) if file_prompt.canceled then return end exportLevel(name_prompt.input, file_prompt.input) end, }):activate() end, }):activate() end if Keybind:checkPressed(Keybind.debug.editor) then editor_mode = false createTileObjects() end end function scrollEditor(y) if palette then if love.keyboard.isDown("lshift") then palette_scroll_y = palette_scroll_y + y else palette_scroll_x = palette_scroll_x + y end else local oscale = game.scale game.scale = math.max(0.1,game.scale + y/16) end end function drawEditor() startGameworldDraw() drawGameworldBackground() drawGridDisplay() drawGameworldForeground() endGameworldDraw() doEditorEdit() drawEditorRooms() drawSelectingPaletteTile() if palette then doEditorPalette() end end function doEditorEdit() local mouse_x = love.mouse.getX() local mouse_y = love.mouse.getY() local horizontal = 1+math.floor(((mouse_x/game.scale) / tile_properties.width) + (Camera.pos.x / tile_properties.width)) local vertical = 1+math.floor(((mouse_y/game.scale) / tile_properties.height) + (Camera.pos.y / tile_properties.height)) local expand_h = 0 local expand_v = 0 local level_width = getLevelTileWidth() local level_height = getLevelTileHeight() if horizontal > level_width then expand_h = horizontal-level_width elseif horizontal < 0 then expand_h = horizontal end if vertical > level_height then expand_v = vertical-level_height elseif vertical < 0 then expand_v = vertical end love.graphics.setColor(100, 100, 100, 0.8) 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("> " .. level_width .. "(" .. expand_h .. "), " .. level_height .. "(".. expand_v .. ")", 0, 10) if editor.room_mode then local rx = horizontal * tile_properties.width local ry = vertical * tile_properties.height local r = editor.room_points if Keybind:checkPressed(Keybind.generic.rclick) then editor.room_points = {} elseif Keybind:checkPressed(Keybind.generic.lclick) then if editor.room_mode == "delete" then for i, room in ipairs(LoadedObjects.Rooms) do if room:containsPoint(rx, ry) then table.remove(LoadedObjects.Rooms, i) end end else table.insert(r, { x = rx, y = ry }) end end if #editor.room_points == 2 then table.insert(LoadedObjects.Rooms, Collision:new(r[1].x,r[1].y,r[2].x,r[2].y)) editor.room_points = {} end if editor.room_mode == "delete" then love.graphics.print("Select room to delete", 0, 20) elseif #editor.room_points == 0 then love.graphics.print("Select top left of new room", 0, 20) else love.graphics.print("Select bottom right of new room", 0, 20) end elseif 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 reloadLevelTiles() elseif Keybind:checkPressed(Keybind.generic.lshift) then expandLevelCanvas(math.sign(expand_h),math.sign(expand_v)) reloadLevelTiles() elseif Keybind:checkPressed(Keybind.generic.lctrl) then reduceLevelCanvas(math.sign(expand_h),math.sign(expand_v)) reloadLevelTiles() end end end function drawSelectingPaletteTile() 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) / tile_properties.width) + (Camera.pos.x / tile_properties.width)) local vertical = math.floor(((mouse_y/game.scale) / tile_properties.height) + (Camera.pos.y / tile_properties.height)) local draw_x = tile_properties.width * horizontal - Camera.pos.x local draw_y = tile_properties.height * vertical - Camera.pos.y love.graphics.draw( LevelData.tileset, TileIndex[selecting_tile], draw_x, draw_y ) end end function doEditorPalette() local width = LevelData.tileset:getPixelWidth()/tile_properties.width local height = LevelData.tileset:getPixelHeight()/tile_properties.height love.graphics.setColor(0,0,0,1) love.graphics.rectangle( "fill", (palette_scroll_x + 1) * (tile_properties.width+1), (palette_scroll_y + 1) * (tile_properties.height+1), 1 + LevelData.tileset:getPixelWidth() * ((tile_properties.width+1) / tile_properties.width), 1 + LevelData.tileset:getPixelHeight()* ((tile_properties.height+1) / tile_properties.height) ) 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) * (tile_properties.width+1) local tile_y = (palette_scroll_y + position_y) * (tile_properties.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() if mouse_x > (tile_x) * game.scale and mouse_x < (tile_x + tile_properties.width) * game.scale and mouse_y > (tile_y) * game.scale and mouse_y < (tile_y + tile_properties.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 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) love.graphics.rectangle( "line", tile_x, tile_y, tile_properties.width, tile_properties.height ) love.graphics.setColor(1,1,1,1) end position_x = position_x + 1 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) * (tile_properties.width+1), (palette_scroll_y + 1) * (tile_properties.height+1), 1 + LevelData.tileset:getPixelWidth() * ((tile_properties.width+1) / tile_properties.width), 1 + LevelData.tileset:getPixelHeight()* ((tile_properties.height+1) / tile_properties.height) ) end function drawEditorRooms() for _, room in pairs(LoadedObjects.Rooms) do love.graphics.setColor(0,0,100,1) love.graphics.rectangle("line",room.from.x-Camera.pos.x, room.from.y-Camera.pos.y, room.width, room.height) end end