editor fix, camera confined to level
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@ -4,19 +4,15 @@ Camera = {
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height = 0
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}
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function Camera:positionCenterAt(x,y,cx,cy)
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function Camera:ConfineToLevel()
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self.pos.x = math.max(0,math.min(self.pos.x,LevelData.Width-self.width/game.scale))
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self.pos.y = math.max(0,math.min(self.pos.y,LevelData.Height-self.height/game.scale))
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end
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function Camera:positionCenterAt(x,y)
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self.pos.x = x-self.width/game.scale/2
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self.pos.y = y-self.height/game.scale/2
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if not (cx == nil or cy == nil) then
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cx = cx - self.width
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cy = cy - self.height
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if self.pos.x > cx then self.pos.x = cx end
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if self.pos.y > cy then self.pos.y = cy end
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if self.pos.x < 0 then self.pos.x = 0 end
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if self.pos.y < 0 then self.pos.y = 0 end
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end
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self.pos.x = math.floor(self.pos.x)
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self.pos.y = math.floor(self.pos.y)
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self:ConfineToLevel()
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end
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function Camera:positionAt(x,y)
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@ -127,23 +127,10 @@ function EditorDoEdit()
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elseif Keybind:HasPressed(Keybind.generic.lshift) then
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LevelExpandCanvas(math.sign(expand_h),math.sign(expand_v))
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if expand_h < 0 then
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Camera.pos.x = Camera.pos.x - math.sign(expand_h)*tileProperties.scale*tileProperties.width
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end
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if expand_v < 0 then
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Camera.pos.y = Camera.pos.y - math.sign(expand_v)*tileProperties.scale*tileProperties.height
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end
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LevelReloadTiles()
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elseif Keybind:HasPressed(Keybind.generic.lctrl) then
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LevelReduceCanvas(math.sign(expand_h),math.sign(expand_v))
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if expand_h < 0 then
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Camera.pos.x = Camera.pos.x - math.sign(expand_h)*tileProperties.scale*tileProperties.width
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end
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if expand_v < 0 then
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Camera.pos.y = Camera.pos.y - math.sign(expand_v)*tileProperties.scale*tileProperties.height
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end
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LevelReloadTiles()
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end
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end
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end
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