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