better wirer behavior etc
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parent
bc4976b324
commit
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24 changed files with 11347 additions and 8198 deletions
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@ -938,7 +938,7 @@ function wireView()
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wireDirtyRooms = {}
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editorStatus = selectedCircuitId
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and "Circuit selected. Drag to draw; right-drag erases; arrow keys pan."
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or "Click a wired door to select its circuit, then drag to its switches."
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or "Drag from a wired door and release on a switch."
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end
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function worldView()
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@ -1027,10 +1027,12 @@ local function beginWireBrush(x, y, button)
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end
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end
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if not selectedCircuitId then
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editorStatus = "Start by clicking a wired door."
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editorStatus = "Start by dragging from a wired door."
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return
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end
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rememberWireRooms(gameWorld:ensureWireAt(cell, selectedCircuitId))
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-- Do not materialize a wire until this stroke actually crosses into an
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-- adjacent cell. Previously a click on a door wrote a zero-length track,
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-- which later behaved like an orphaned circuit underneath that door.
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else
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-- Prefer the selected circuit when several routes overlap here; otherwise
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-- adopt the top route. Repeated right-clicks can therefore remove every
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@ -1439,7 +1441,7 @@ function editorDraw()
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love.graphics.printf("No circuit selected", 10, 54, sb.w - 20, "center")
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end
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love.graphics.printf(
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"Click a door to start a new run, or a wire to edit that run. Each run ends at one switch; start another run from the door for another switch.\n\nLeft-drag draws. Right-drag erases. Independent wires may share a cell without connecting.\n\nArrow keys pan by one room.",
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"Drag from a door to start a new run, or drag from a wire to edit that run. Release on a switch to terminate it; start another run from the door for another switch.\n\nLeft-drag draws. Right-drag erases. Independent wires may share a cell without connecting.\n\nArrow keys pan by one room.",
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24, 100, sb.w - 48, "left"
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)
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if editorStatus then
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