more work on editor and selecting tiles, not done yet tho
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@ -4,78 +4,112 @@ function EditorStep()
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if Keybind:HasPressed(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 = true
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palette_scroll_x = 0
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palette_scroll_y = 0
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selecting_tile = 51
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end
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end
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end
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function EditorScroll(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 EditorDraw()
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GameworldDraw()
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if palette then
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EditorDrawPalette()
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EditorDoPalette()
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end
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end
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function EditorDrawPalette()
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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function EditorDoPalette()
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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local height = LevelData.tileset:getPixelHeight()/tileProperties.height
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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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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) * (tileProperties.width+1),
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(palette_scroll_y + 1) * (tileProperties.height+1),
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1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
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1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
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)
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love.graphics.draw(
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LevelData.tileset,
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TileIndex[i],
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position_x * tileProperties.width*2,
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(--[[p_scroll +]]position_y) * tileProperties.height*2,
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0,
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2,
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2
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)
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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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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) * (tileProperties.width+1)
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local tile_y = (palette_scroll_y + position_y) * (tileProperties.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 love.mouse.isDown(1) 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
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and mouse_x < tile_x + tileProperties.width + 1
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and mouse_y > tile_y
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and mouse_y < tile_y + tileProperties.height + 1
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then
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selecting_tile = position_x + (position_y * width)
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love.graphics.print(selecting_tile .. " | " .. tile_x .. ", " .. tile_y)
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end
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else
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selecting_tile = 0
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end
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if selecting_tile ~= nil 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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tileProperties.width,
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tileProperties.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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tileProperties.width*2,
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(--[[p_scroll +]] 1) * tileProperties.height*2,
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2*LevelData.tileset:getPixelWidth(),
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2*LevelData.tileset:getPixelHeight()
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love.graphics.rectangle(
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"line",
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(palette_scroll_x + 1) * (tileProperties.width+1),
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(palette_scroll_y + 1) * (tileProperties.height+1),
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1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width),
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1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height)
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)
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end
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--[[
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function DrawSelectingPaletteTile()
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if selecting_tile ~= nil then
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local width = TileProperties.tileset:getPixelWidth()/TileProperties.width
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local height = TileProperties.tileset:getPixelHeight()/TileProperties.height
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local positionx = 1
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local positiony = 1
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for i = 1, #Tile-12 do
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if i == selecting_tile then
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love.graphics.rectangle(
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"line",
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positionx * TileProperties.width*2,
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(p_scroll + positiony) * TileProperties.height*2,
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TileProperties.width*2-1,
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TileProperties.height*2-1
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)
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end
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positionx = positionx + 1
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if positionx > width then
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positionx = positionx - width
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positiony = positiony + 1
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end
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end
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end
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end]]
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@ -1,5 +1,4 @@
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function GameStep()
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-- GAME STEP
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if not do_pause then
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SetCollisionFlags(main_Player)
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for _, enty in pairs(LoadedEntities) do
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@ -17,16 +16,16 @@ function GameDraw()
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GameworldDraw()
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GameworldLighting()
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-- HUD
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-- hud
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textScale = 0.5
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--debug
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if debug then DebugUI() end
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if debug_collision then
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DebugColisions()
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DebugEntities()
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end
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-- reset color
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-- pause
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if do_pause then PauseUI() end
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-- debug
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if debug then DebugUI() end
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if debug_collision then
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DebugColisions()
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DebugEntities()
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end
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end
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@ -28,7 +28,6 @@ function GameworldLighting()
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love.graphics.setCanvas()
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end
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-- work on lighting canvas
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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