239 lines
6.6 KiB
Lua
239 lines
6.6 KiB
Lua
function EditorStep()
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palette = palette or false
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AnimateTiles()
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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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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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LevelGetTileData()
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LevelIndexTiles()
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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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ExportLevel("test")
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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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TileCreateObjects()
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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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GameworldDrawPrepare()
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GameworldDrawBackground()
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GridDisplay()
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GameworldDrawForeground()
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GameworldDrawEnd()
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EditorDoEdit()
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DrawSelectingPaletteTile()
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if palette then
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EditorDoPalette()
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end
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end
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function EditorDoEdit()
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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) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
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local vertical = 1+math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
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local expand_h = 0
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local expand_v = 0
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local LevelWidth = LevelGetTileWidth()
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local LevelHeight = LevelGetTileHeight()
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if horizontal > LevelWidth then
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expand_h = horizontal-LevelWidth
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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 > LevelHeight then
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expand_v = vertical-LevelHeight
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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.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("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
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if 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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LevelReloadTiles()
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elseif Keybind:CheckPressed(Keybind.generic.lshift) then
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LevelExpandCanvas(math.sign(expand_h),math.sign(expand_v))
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LevelReloadTiles()
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elseif Keybind:CheckPressed(Keybind.generic.lctrl) then
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LevelReduceCanvas(math.sign(expand_h),math.sign(expand_v))
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LevelReloadTiles()
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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) / tileProperties.width) + (Camera.pos.x / tileProperties.width))
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local vertical = math.floor(((mouse_y/game.scale) / tileProperties.height) + (Camera.pos.y / tileProperties.height))
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local draw_x = tileProperties.width * horizontal - Camera.pos.x
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local draw_y = tileProperties.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 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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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.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 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 + tileProperties.width) * game.scale
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and mouse_y > (tile_y) * game.scale
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and mouse_y < (tile_y + tileProperties.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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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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(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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