function EditorStep() palette = palette or false AnimateTiles() if Keybind:HasPressed(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 selecting_tile = 51 end end 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 end function EditorScroll(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 EditorDraw() GameworldDrawPrepare() GameworldDrawBackground() GridDisplay() GameworldDrawForeground() GameworldDrawEnd() DrawSelectingPaletteTile() if palette then EditorDoPalette() end end function EditorDoEdit() if love.mouse.isDown(1) then local vertical = 1+math.floor((mouse.pos.y+Camera.pos.y)/(tileProperties.scale*tileProperties.height)) local horizontal = 1+math.floor((mouse.pos.x+Camera.pos.x)/(tileProperties.scale*tileProperties.width)) local h, v = GetCanvasSize() local expand_h = 0 local expand_v = 0 if horizontal > h then expand_h = horizontal-h elseif horizontal <= 0 then expand_h = horizontal-1 end if vertical > v then expand_v = math.sign(vertical-v) elseif vertical <= 0 then expand_v = math.sign(vertical-1) end if Level[vertical] ~= nil and Level[vertical][horizontal] ~= nil and love.keyboard.isDown("lshift") ~= true and love.keyboard.isDown("lctrl") ~= true then Level[vertical][horizontal] = tile_carrying elseif love.keyboard.isDown("lshift") and not expanded then expanded = true ExpandCanvas(math.sign(expand_h),math.sign(expand_v)) if expand_h < 0 then Camera.pos.x = Camera.pos.x - expand_h*tileProperties.scale*tileProperties.width end if expand_v < 0 then Camera.pos.y = Camera.pos.y - expand_v*tileProperties.scale*tileProperties.height end elseif love.keyboard.isDown("lctrl") and not expanded then expanded = true ReduceCanvas(math.sign(expand_h),math.sign(expand_v)) if expand_h < 0 then Camera.pos.x = Camera.pos.x - expand_h*tileProperties.scale*tileProperties.width end if expand_v < 0 then Camera.pos.y = Camera.pos.y - expand_v*tileProperties.scale*tileProperties.height end end elseif love.mouse.isDown(1) ~= true then expanded = false end end function DrawSelectingPaletteTile() if selecting_tile ~= nil then local mouse_x = tileProperties.width * math.floor((love.mouse.getX()/game.scale) / tileProperties.width) - Camera.pos.x % tileProperties.width local mouse_y = tileProperties.height * math.floor((love.mouse.getY()/game.scale) / tileProperties.height) - Camera.pos.y % tileProperties.height love.graphics.draw( LevelData.tileset, TileIndex[selecting_tile], mouse_x, mouse_y ) end end function EditorDoPalette() local width = LevelData.tileset:getPixelWidth()/tileProperties.width local height = LevelData.tileset:getPixelHeight()/tileProperties.height love.graphics.setColor(0,0,0,1) love.graphics.rectangle( "fill", (palette_scroll_x + 1) * (tileProperties.width+1), (palette_scroll_y + 1) * (tileProperties.height+1), 1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width), 1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.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) * (tileProperties.width+1) local tile_y = (palette_scroll_y + position_y) * (tileProperties.height+1) love.graphics.draw( LevelData.tileset, TileIndex[i], tile_x, tile_y, 0, 1, 1 ) if love.mouse.isDown(1) 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 + tileProperties.width) * game.scale and mouse_y > (tile_y) * game.scale and mouse_y < (tile_y + tileProperties.height) * game.scale then selecting_tile = position_x + ((position_y-1) * width) love.graphics.print(selecting_tile .. " | " .. tile_x .. ", " .. tile_y) else --selecting_tile = nil end end if selecting_tile ~= nil and i == selecting_tile then love.graphics.setColor(1,0,1,1) love.graphics.rectangle( "line", tile_x, tile_y, tileProperties.width, tileProperties.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) * (tileProperties.width+1), (palette_scroll_y + 1) * (tileProperties.height+1), 1 + LevelData.tileset:getPixelWidth() * ((tileProperties.width+1) / tileProperties.width), 1 + LevelData.tileset:getPixelHeight()* ((tileProperties.height+1) / tileProperties.height) ) end