Improve world editor palette workflow
This commit is contained in:
parent
4cb536d6c8
commit
858775fdc8
3 changed files with 336 additions and 67 deletions
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@ -3,7 +3,7 @@ require "level_editor/gui"
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require "level_editor/layout"
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editorView = "room" --can be "off", "room", "world", "asset"
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selectedColor = "red"
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selectedColor = "white"
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local bacSprite = love.graphics.newImage("art/_ui/bac.png")
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local folderSprite = love.graphics.newImage("art/_ui/folder.png")
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@ -34,8 +34,6 @@ local roomNameField = nil
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local editorStatus = nil
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local clearSaveConfirmationExpires = 0
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local clearSaveConfirmationScope = nil
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local worldSeedConfirmationExpires = 0
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local worldMode = "place"
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local worldRoomButtons = {}
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local worldControls = {}
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local worldPage = 1
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@ -44,7 +42,11 @@ local assetSearchText = ""
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local assetSearchButtons = {}
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local worldSearchText = ""
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local worldSearchBox = { x = 10, y = 34, w = 0, h = 28 }
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local cloneSourceRoom = nil
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local roomBrush = nil
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local boxPaletteOpen = false
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local boxPaletteScroll = { scroll = 0 }
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local boxPaletteSections = {}
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-- Convert a pointer position into a valid room cell. Keeping brush state in
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-- cell coordinates means a click that jitters within a tile cannot place or
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@ -107,6 +109,120 @@ local function currentRoomList()
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else return assetListButtons end
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end
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local function rebuildBoxPaletteSections()
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boxPaletteSections = {}
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for _, prefix in ipairs({ "box", "spiky", "sticky", "skewer" }) do
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local names = {}
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local pattern = prefix == "box" and "^box" or "^" .. prefix .. "_box"
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for name in pairs(gameAssets) do
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if name:match(pattern) then table.insert(names, name) end
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end
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table.sort(names)
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table.insert(boxPaletteSections, { prefix = prefix, names = names })
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end
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end
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local function buildBoxPicker(rect)
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local gap, cellSize, headerH = 4, 51, 18
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local function contentMetrics(size)
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local columns = math.max(1, math.floor((rect.w + gap) / (size + gap)))
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local height = 0
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for _, section in ipairs(boxPaletteSections) do
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height = height + headerH + math.ceil(#section.names / columns) * (size + gap) + gap
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end
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return columns, height
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end
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-- Keep the picker to one screen when the sidebar is tall enough, while
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-- preserving a usable minimum tile size for unusually short sidebars.
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local columns, contentHeight = contentMetrics(cellSize)
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while cellSize > 20 and contentHeight > rect.h do
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cellSize = cellSize - 1
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columns, contentHeight = contentMetrics(cellSize)
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end
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local contentY, sections, items = 0, {}, {}
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for _, section in ipairs(boxPaletteSections) do
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table.insert(sections, { prefix = section.prefix, y = contentY })
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contentY = contentY + headerH
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for index, name in ipairs(section.names) do
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local column = (index - 1) % columns
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local row = math.floor((index - 1) / columns)
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table.insert(items, {
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name = name,
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x = rect.x + column * (cellSize + gap),
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y = contentY + row * (cellSize + gap),
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w = cellSize,
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h = cellSize,
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})
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end
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contentY = contentY + math.ceil(#section.names / columns) * (cellSize + gap) + gap
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end
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local maxScroll = math.max(0, contentY - rect.h)
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boxPaletteScroll.scroll = math.max(0, math.min(boxPaletteScroll.scroll or 0, maxScroll))
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local picker = { rect = rect, sections = sections, items = items, maxScroll = maxScroll, scroll = boxPaletteScroll.scroll }
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function picker.at(x, y)
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if not Layout.hit(rect, x, y) then return nil end
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local contentYAtMouse = y - rect.y + picker.scroll
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for _, item in ipairs(items) do
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if x >= item.x and x < item.x + item.w and contentYAtMouse >= item.y and contentYAtMouse < item.y + item.h then
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return item.name
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end
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end
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end
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return picker
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end
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local function drawPaletteAsset(name, x, y, size)
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local props = gameAssets[name]
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if not props or not props.sprites then return end
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local maxW, maxH = 1, 1
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for _, path in pairs(props.sprites) do
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local sprite = loadSprite(path)
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maxW, maxH = math.max(maxW, sprite:getWidth()), math.max(maxH, sprite:getHeight())
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end
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local scale = math.min((size - 6) / maxW, (size - 6) / maxH)
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local drawX = x + (size - maxW * scale) / 2
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local drawY = y + (size - maxH * scale) / 2
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for color, path in pairs(props.sprites) do
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local sprite = loadSprite(path)
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love.graphics.setColor(gColor[color]:set())
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if props.goopy and drawGoopySprite then
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drawGoopySprite(sprite, drawX, drawY, scale)
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elseif props.skewer and drawSkewerSprite then
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drawSkewerSprite(sprite, props.cells and props.cells[color], drawX, drawY, scale)
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elseif props.spiky and drawSpikySprite then
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drawSpikySprite(sprite, props.cells and props.cells[color], drawX, drawY, scale)
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else
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love.graphics.draw(sprite, drawX, drawY, 0, scale, scale)
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end
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end
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end
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local function drawBoxPicker(picker)
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Layout.clip(picker.rect)
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for _, section in ipairs(picker.sections) do
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love.graphics.setColor(gColor.white:set())
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love.graphics.print(section.prefix, picker.rect.x, picker.rect.y + section.y - picker.scroll)
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end
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for _, item in ipairs(picker.items) do
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local y = picker.rect.y + item.y - picker.scroll
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if y + item.h > picker.rect.y and y < picker.rect.y + picker.rect.h then
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love.graphics.setColor(1, 1, 1, 0.45)
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love.graphics.rectangle("line", item.x, y, item.w, item.h)
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drawPaletteAsset(item.name, item.x, y, item.w)
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if item.name == selectedAsset then
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love.graphics.setColor(1, 0.85, 0.2, 1)
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love.graphics.setLineWidth(2)
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love.graphics.rectangle("line", item.x + 1, y + 1, item.w - 2, item.h - 2)
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end
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end
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end
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Layout.unclip()
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Layout.scrollbar(picker)
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end
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-- Carve the sidebar into fixed, non-overlapping "divs": a search header pinned
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-- to the top, a control cluster pinned to the bottom, a status strip above it,
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-- and a flexible list filling whatever is left. Recomputed every frame so it
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@ -114,7 +230,7 @@ end
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local function roomSections()
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local pad = 10
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local w = math.max(0, sb.w - pad * 2)
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local controlsH = 104
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local controlsH = 130
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local statusH = 44
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local search = { x = pad, y = pad, w = w, h = 34 }
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local controls = { x = pad, y = sb.h - pad - controlsH, w = w, h = controlsH }
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@ -143,10 +259,17 @@ local function layoutRoomControls(c, s)
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-- lives here instead of being scattered across the creation calls.
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local function sizeBtn(name, target)
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local b = uiButtons[name]
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if b and b.sprite then
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b.scale = target / b.sprite:getHeight()
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b.w = b.sprite:getWidth() * b.scale
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b.h = b.sprite:getHeight() * b.scale
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if b and b.sprite then
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b.scale = target / b.sprite:getHeight()
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b.w = b.sprite:getWidth() * b.scale
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b.h = b.sprite:getHeight() * b.scale
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elseif b and b.sprites then
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local spriteW, spriteH = 1, 1
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for _, sprite in pairs(b.sprites) do
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spriteW, spriteH = math.max(spriteW, sprite:getWidth()), math.max(spriteH, sprite:getHeight())
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end
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b.scale = math.min(target / spriteW, target / spriteH)
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b.w, b.h = spriteW * b.scale, spriteH * b.scale
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end
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return b
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end
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@ -170,6 +293,7 @@ local function layoutRoomControls(c, s)
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end
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placeRow({ "white", "red", "green", "blue" }, 22)
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placeRow({ "quick_player", "quick_static_wall", "quick_switch", "quick_door", "quick_box" }, 22)
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placeRow({ "save", "clearSaves", "world" }, 28)
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end
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@ -178,7 +302,7 @@ end
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local function buildRoomLayout()
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local s = roomSections()
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local showBack = assetSearchText ~= "" or selectedFolder
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local showBack = assetSearchText ~= "" or selectedFolder or boxPaletteOpen
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local sx, sw = s.search.x, s.search.w
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if showBack then
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s.back = { x = s.search.x, y = s.search.y, w = s.search.h, h = s.search.h }
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@ -187,8 +311,12 @@ local function buildRoomLayout()
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end
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s.searchBox = { x = sx, y = s.search.y, w = sw, h = s.search.h }
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s.items = currentRoomList()
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s.list = Layout.list(listScroll, s.listRect, 40, #s.items, 2)
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if boxPaletteOpen then
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s.boxPicker = buildBoxPicker(s.listRect)
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else
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s.items = currentRoomList()
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s.list = Layout.list(listScroll, s.listRect, 40, #s.items, 2)
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end
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layoutRoomControls(s.controls, s)
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return s
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@ -196,7 +324,8 @@ end
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-- Mouse wheel scrolls the room list; clamped by Layout.list next frame.
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function editorScrollRoomList(dy)
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listScroll.scroll = math.max(0, (listScroll.scroll or 0) - dy * 40)
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local scroll = boxPaletteOpen and boxPaletteScroll or listScroll
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scroll.scroll = math.max(0, (scroll.scroll or 0) - dy * 40)
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end
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-- ────────────────────────────────────────────────────────────────────────────
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@ -264,21 +393,6 @@ local function rebuildWorldRoomButtons()
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table.insert(worldRoomButtons, { name = roomName, x = 10, y = 70 + row * 68, w = sb.w - 20, h = 60 })
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end
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worldControls = {
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{ text = worldMode == "place" and "MODE: PLACE ROOMS" or "MODE: OPEN LEVELS", x = 10, y = sb.h - 194, w = sb.w - 20, h = 34,
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onClic = function() worldMode = worldMode == "place" and "jump" or "place"; rebuildWorldRoomButtons() end },
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{ text = "RESEED OLD EXITS", x = 10, y = sb.h - 152, w = sb.w - 20, h = 34,
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onClic = function()
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local now = love.timer.getTime()
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if now > worldSeedConfirmationExpires then
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worldSeedConfirmationExpires = now + 3
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editorStatus = "Click RESEED OLD EXITS again within 3 seconds to replace the current map."
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return
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end
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worldSeedConfirmationExpires = 0
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local result = seedWorldFromLegacyExits(gameWorld)
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editorStatus = "Seeded " .. result.placed .. " rooms; " .. result.links .. " legacy links (" .. result.conflicts .. " conflicts kept separate)."
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rebuildWorldRoomButtons()
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end },
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{ text = "< PAGE " .. worldPage .. "/" .. pages .. " >", x = 10, y = sb.h - 110, w = sb.w - 20, h = 34,
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onClic = function(buttonX)
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if buttonX < sb.w / 2 then worldPage = math.max(1, worldPage - 1) else worldPage = math.min(pages, worldPage + 1) end
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@ -289,10 +403,20 @@ end
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local function drawWorldSidebar()
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love.graphics.setColor(gColor.white:set())
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love.graphics.printf("ROOMS — " .. (worldMode == "place" and "select to place; re-click to clear" or "click a map room to open"), 8, 6, sb.w - 16, "center")
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worldSearchBox.w = sb.w - 20
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love.graphics.rectangle("line", worldSearchBox.x, worldSearchBox.y, worldSearchBox.w, worldSearchBox.h)
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love.graphics.printf("SEARCH: " .. worldSearchText, worldSearchBox.x + 6, worldSearchBox.y + 7, worldSearchBox.w - 12, "left")
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if activeField == "cloneName" then
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love.graphics.printf("CLONE '" .. cloneSourceRoom .. "' AS:", 8, 6, sb.w - 16, "center")
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love.graphics.rectangle("line", worldSearchBox.x, worldSearchBox.y, worldSearchBox.w, worldSearchBox.h)
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love.graphics.printf(inputText, worldSearchBox.x + 6, worldSearchBox.y + 7, sb.w - 32, "left")
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love.graphics.printf("Press Enter to create and select the clone. Esc cancels.", 8, worldSearchBox.y + 34, sb.w - 16, "center")
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else
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local instructions = selectedRoom
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and "placing '" .. selectedRoom .. "' — click a map cell"
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or "click a map cell to open or create; select a room below to place it"
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love.graphics.printf("ROOMS — " .. instructions, 8, 6, sb.w - 16, "center")
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love.graphics.rectangle("line", worldSearchBox.x, worldSearchBox.y, worldSearchBox.w, worldSearchBox.h)
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love.graphics.printf("SEARCH: " .. worldSearchText, worldSearchBox.x + 6, worldSearchBox.y + 7, worldSearchBox.w - 12, "left")
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end
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for _, button in ipairs(worldRoomButtons) do
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love.graphics.setColor(button.name == selectedRoom and 1 or 100 / 255, button.name == selectedRoom and 1 or 100 / 255, button.name == selectedRoom and 1 or 100 / 255, 1)
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love.graphics.rectangle("line", button.x, button.y, button.w, button.h)
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@ -396,6 +520,7 @@ end
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function _initLevelEditor()
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gameAssets = getAllAssets()
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rebuildBoxPaletteSections()
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editorRoomName = ""
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--create folder buttons
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@ -494,6 +619,25 @@ function _initLevelEditor()
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}, color)
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end
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for _, asset in ipairs({ "player", "static_wall", "switch", "door", "box" }) do
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local properties = gameAssets[asset]
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if properties then
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local sprites = {}
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for color, path in pairs(properties.sprites) do sprites[color] = love.graphics.newImage(path) end
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_addUIButton(createUIElement{
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name = "quick_" .. asset,
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sprites = sprites,
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goopy = properties.goopy,
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skewer = properties.skewer,
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spiky = properties.spiky,
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cells = properties.cells,
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onClic = { left = function() selectQuickAsset(asset) end },
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x = 0,
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y = 0,
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}, "quick_" .. asset)
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end
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end
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roomNameField = createUIElement{
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name = "roomName",
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text = editorRoomName,
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@ -518,6 +662,7 @@ end
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function selectFolder(folder)
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selectedFolder = folder
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boxPaletteOpen = false
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listScroll.scroll = 0
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assetListButtons = {}
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@ -555,6 +700,12 @@ function selectAsset(asset)
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print(selectedAsset)
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end
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function selectQuickAsset(asset)
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selectAsset(asset)
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boxPaletteOpen = asset == "box"
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boxPaletteScroll.scroll = 0
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end
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function editAsset(asset)
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inputText = ""
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editorView = "asset"
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@ -681,7 +832,8 @@ function worldView()
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editorView = "world"
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activeField = nil
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selectedFolder = nil
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worldMode = "place"
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selectedRoom = nil
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cloneSourceRoom = nil
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worldPage = 1
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rebuildWorldRoomButtons()
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end
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@ -696,6 +848,36 @@ local function newWorldRoomName(cellX, cellY)
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return name
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end
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local function cloneWorldRoom(sourceName, cloneName)
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local source = readFromSource("rooms/" .. sourceName .. ".sav")
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if not source then
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editorStatus = "Could not find source level '" .. sourceName .. "'."
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return false
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end
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if readFromSource("rooms/" .. cloneName .. ".sav") then
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editorStatus = "A level named '" .. cloneName .. "' already exists."
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return false
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end
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if not writeToSource("rooms/" .. cloneName .. ".sav", source) then
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editorStatus = "Could not create clone '" .. cloneName .. "'."
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return false
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end
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gameWorld:invalidatePreview(cloneName)
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selectedRoom = cloneName
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rebuildWorldRoomButtons()
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editorStatus = "Cloned '" .. sourceName .. "' as '" .. cloneName .. "'. Click a map cell to place it."
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return true
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end
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local function beginCloneDialog(sourceName)
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cloneSourceRoom = sourceName
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activeField = "cloneName"
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inputText = ""
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response = ""
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editorStatus = "Enter a name for the clone."
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end
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local function openWorldRoom(cellX, cellY)
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local name = gameWorld:roomAt(cellX, cellY)
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if not name then
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@ -735,24 +917,36 @@ function editorMouseHandler(x, y, button)
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rebuildAssetSearchButtons()
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elseif selectedFolder then
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folderView()
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elseif boxPaletteOpen then
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boxPaletteOpen = false
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boxPaletteScroll.scroll = 0
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end
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return
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end
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if Layout.hit(s.searchBox, x, y) then
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boxPaletteOpen = false
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beginSearch("assetSearch")
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return
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end
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-- scrolling list item
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local i = s.list.at(x, y)
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if i and s.items[i] then
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s.items[i]:onClic(button)
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return
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if s.boxPicker then
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local asset = s.boxPicker.at(x, y)
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if asset then
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if button == 1 then selectAsset(asset) end
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return
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end
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else
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-- scrolling list item
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local i = s.list.at(x, y)
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if i and s.items[i] then
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s.items[i]:onClic(button)
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return
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end
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end
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-- control cluster (only the buttons that live there)
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for _, name in ipairs({ "roomName", "white", "red", "green", "blue", "save", "clearSaves", "world" }) do
|
||||
for _, name in ipairs({ "roomName", "white", "red", "green", "blue", "quick_player", "quick_static_wall", "quick_switch", "quick_door", "quick_box", "save", "clearSaves", "world" }) do
|
||||
local b = uiButtons[name]
|
||||
if b and b:clicIsInBox(x, y) then
|
||||
b:onClic(button)
|
||||
|
|
@ -766,18 +960,20 @@ function editorMouseHandler(x, y, button)
|
|||
end
|
||||
end
|
||||
elseif editorView == "world" then
|
||||
if activeField == "cloneName" then return end
|
||||
if buttonContains(worldSearchBox, x, y) then
|
||||
beginSearch("worldSearch")
|
||||
return
|
||||
end
|
||||
for _, roomButton in ipairs(worldRoomButtons) do
|
||||
if buttonContains(roomButton, x, y) then
|
||||
if button ~= 1 then return end
|
||||
if selectedRoom == roomButton.name then
|
||||
selectedRoom = nil
|
||||
editorStatus = "Room brush cleared. Click the map to open or create a level."
|
||||
editorStatus = "Placement cancelled. Click the map to open or create a level."
|
||||
else
|
||||
selectedRoom = roomButton.name
|
||||
editorStatus = "Selected '" .. selectedRoom .. "' for placement. Click it again to clear."
|
||||
editorStatus = "Selected '" .. selectedRoom .. "'. Click a map cell to place it."
|
||||
end
|
||||
return
|
||||
end
|
||||
|
|
@ -798,13 +994,18 @@ function editorMouseHandler(x, y, button)
|
|||
local cellX, cellY = gameWorld:getCellFromMousePos(x, y)
|
||||
if not gameWorld:isInBounds(cellX, cellY) then return end
|
||||
if button == 2 then
|
||||
local removed, name = gameWorld:removeRoom(cellX, cellY)
|
||||
if removed then editorStatus = "Removed '" .. name .. "' from the world." end
|
||||
elseif worldMode == "jump" or not selectedRoom then
|
||||
openWorldRoom(cellX, cellY)
|
||||
local name = gameWorld:roomAt(cellX, cellY)
|
||||
if name then beginCloneDialog(name) end
|
||||
elseif selectedRoom then
|
||||
gameWorld:placeRoom(selectedRoom, cellX, cellY)
|
||||
editorStatus = "Placed '" .. selectedRoom .. "' at " .. cellX .. ", " .. cellY .. "."
|
||||
local placedRoom = selectedRoom
|
||||
if gameWorld:placeRoom(placedRoom, cellX, cellY) then
|
||||
selectedRoom = nil
|
||||
editorStatus = "Placed '" .. placedRoom .. "' at " .. cellX .. ", " .. cellY .. "."
|
||||
else
|
||||
editorStatus = "Could not place '" .. placedRoom .. "'."
|
||||
end
|
||||
else
|
||||
openWorldRoom(cellX, cellY)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
@ -850,6 +1051,8 @@ function editorTextHandler(text)
|
|||
worldSearchText = text
|
||||
worldPage = 1
|
||||
rebuildWorldRoomButtons()
|
||||
elseif editorView == "world" and activeField == "cloneName" then
|
||||
inputText = text
|
||||
end
|
||||
end
|
||||
|
||||
|
|
@ -862,10 +1065,32 @@ function editorCompleteResponse()
|
|||
assetSearchText = inputText
|
||||
elseif editorView == "world" and activeField == "worldSearch" then
|
||||
worldSearchText = inputText
|
||||
elseif editorView == "world" and activeField == "cloneName" then
|
||||
local cloneName, err = validRoomName(inputText)
|
||||
if not cloneName then
|
||||
editorStatus = err
|
||||
return
|
||||
end
|
||||
local sourceName = cloneSourceRoom
|
||||
if cloneWorldRoom(sourceName, cloneName) then
|
||||
cloneSourceRoom = nil
|
||||
activeField = nil
|
||||
end
|
||||
return
|
||||
end
|
||||
activeField = nil
|
||||
end
|
||||
|
||||
function editorCancelResponse()
|
||||
if editorView ~= "world" or activeField ~= "cloneName" then return false end
|
||||
activeField = nil
|
||||
cloneSourceRoom = nil
|
||||
inputText = ""
|
||||
response = ""
|
||||
editorStatus = "Clone cancelled."
|
||||
return true
|
||||
end
|
||||
|
||||
function sortAllAssets()
|
||||
setAll()
|
||||
end
|
||||
|
|
@ -882,34 +1107,51 @@ function editorDraw()
|
|||
-- header: optional back button + search box
|
||||
if s.back then
|
||||
love.graphics.rectangle("line", s.back.x, s.back.y, s.back.w, s.back.h)
|
||||
local sc = (s.back.h - 8) / bacSprite:getHeight()
|
||||
love.graphics.draw(bacSprite, s.back.x + 4, s.back.y + 4, 0, sc, sc)
|
||||
end
|
||||
love.graphics.rectangle("line", s.searchBox.x, s.searchBox.y, s.searchBox.w, s.searchBox.h)
|
||||
love.graphics.printf("SEARCH: " .. assetSearchText, s.searchBox.x + 6, s.searchBox.y + 9, s.searchBox.w - 12, "left")
|
||||
|
||||
-- scrolling list, clipped to its section so nothing bleeds into others
|
||||
Layout.clip(s.listRect)
|
||||
for i, item in ipairs(s.items) do
|
||||
if s.list.visible(i) then
|
||||
item.x, item.y = s.list.pos(i)
|
||||
item.w = s.listRect.w
|
||||
item:draw()
|
||||
if item.name == "asset" and item.text == selectedAsset then
|
||||
love.graphics.setColor(1, 0.85, 0.2, 1)
|
||||
love.graphics.setLineWidth(3)
|
||||
love.graphics.rectangle("line", item.x + 1, item.y + 1, item.w - 2, item.h - 2)
|
||||
end
|
||||
if boxPaletteOpen then
|
||||
love.graphics.printf("X", s.back.x, s.back.y + 9, s.back.w, "center")
|
||||
else
|
||||
local sc = (s.back.h - 8) / bacSprite:getHeight()
|
||||
love.graphics.draw(bacSprite, s.back.x + 4, s.back.y + 4, 0, sc, sc)
|
||||
end
|
||||
end
|
||||
Layout.unclip()
|
||||
Layout.scrollbar(s.list)
|
||||
love.graphics.rectangle("line", s.searchBox.x, s.searchBox.y, s.searchBox.w, s.searchBox.h)
|
||||
love.graphics.printf(boxPaletteOpen and "BOX VARIANTS" or "SEARCH: " .. assetSearchText, s.searchBox.x + 6, s.searchBox.y + 9, s.searchBox.w - 12, "left")
|
||||
|
||||
if s.boxPicker then
|
||||
drawBoxPicker(s.boxPicker)
|
||||
else
|
||||
-- Scrolling list, clipped to its section so nothing bleeds into others.
|
||||
Layout.clip(s.listRect)
|
||||
for i, item in ipairs(s.items) do
|
||||
if s.list.visible(i) then
|
||||
item.x, item.y = s.list.pos(i)
|
||||
item.w = s.listRect.w
|
||||
item:draw()
|
||||
if item.name == "asset" and item.text == selectedAsset then
|
||||
love.graphics.setColor(1, 0.85, 0.2, 1)
|
||||
love.graphics.setLineWidth(3)
|
||||
love.graphics.rectangle("line", item.x + 1, item.y + 1, item.w - 2, item.h - 2)
|
||||
end
|
||||
end
|
||||
end
|
||||
Layout.unclip()
|
||||
Layout.scrollbar(s.list)
|
||||
end
|
||||
|
||||
-- control cluster
|
||||
love.graphics.setColor(gColor.white:set())
|
||||
love.graphics.printf("LEVEL NAME", s.controls.x, s.labelY, s.controls.w, "center")
|
||||
for _, name in ipairs({ "roomName", "white", "red", "green", "blue", "save", "clearSaves", "world" }) do
|
||||
if uiButtons[name] then uiButtons[name]:draw() end
|
||||
for _, name in ipairs({ "roomName", "white", "red", "green", "blue", "quick_player", "quick_static_wall", "quick_switch", "quick_door", "quick_box", "save", "clearSaves", "world" }) do
|
||||
local button = uiButtons[name]
|
||||
if button then
|
||||
button:draw()
|
||||
local asset = name:match("^quick_(.+)$")
|
||||
if asset and selectedAsset == asset then
|
||||
love.graphics.setColor(1, 0.85, 0.2, 1)
|
||||
love.graphics.setLineWidth(2)
|
||||
love.graphics.rectangle("line", button.x - 1, button.y - 1, button.w + 2, button.h + 2)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- status strip between the list and the controls
|
||||
|
|
|
|||
2
main.lua
2
main.lua
|
|
@ -177,6 +177,8 @@ function love.keypressed(key)
|
|||
if key == "return" then
|
||||
response = ""
|
||||
editorCompleteResponse()
|
||||
elseif key == "escape" and editorCancelResponse() then
|
||||
return
|
||||
elseif key == "backspace" then
|
||||
local byteoffset = utf8.offset(response, -1)
|
||||
|
||||
|
|
|
|||
25
world.lua
25
world.lua
|
|
@ -187,6 +187,30 @@ function World:drawRoomPreview(name, x, y, size)
|
|||
love.graphics.setScissor()
|
||||
end
|
||||
|
||||
function World:drawHoveredRoomName()
|
||||
local mouseX, mouseY = love.mouse.getPosition()
|
||||
local cellX, cellY = self:getCellFromMousePos(mouseX, mouseY)
|
||||
local name = self:isInBounds(cellX, cellY) and self:roomAt(cellX, cellY)
|
||||
if not name then return end
|
||||
|
||||
local font = love.graphics.getFont()
|
||||
local padding = 6
|
||||
local tooltipW = math.min(font:getWidth(name) + padding * 2, width - 8)
|
||||
local tooltipH = font:getHeight() + padding * 2
|
||||
local tooltipX = math.min(mouseX + 14, width - tooltipW - 4)
|
||||
local tooltipY = math.min(mouseY + 14, height - tooltipH - 4)
|
||||
tooltipX = math.max(4, tooltipX)
|
||||
tooltipY = math.max(4, tooltipY)
|
||||
|
||||
-- Keep the label anchored beside the pointer, while keeping it entirely in
|
||||
-- the playable map rather than allowing it to spill into the editor panel.
|
||||
love.graphics.setColor(0, 0, 0, 0.9)
|
||||
love.graphics.rectangle("fill", tooltipX, tooltipY, tooltipW, tooltipH)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.rectangle("line", tooltipX, tooltipY, tooltipW, tooltipH)
|
||||
love.graphics.printf(name, tooltipX + padding, tooltipY + padding, tooltipW - padding * 2, "left")
|
||||
end
|
||||
|
||||
function World:draw()
|
||||
local cell = width / self.width
|
||||
love.graphics.setColor(12 / 255, 12 / 255, 20 / 255, 1)
|
||||
|
|
@ -200,4 +224,5 @@ function World:draw()
|
|||
love.graphics.rectangle("line", screenX, screenY, cell, cell)
|
||||
end
|
||||
end
|
||||
self:drawHoveredRoomName()
|
||||
end
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue