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editor.lua
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259 lines (226 loc) · 7.81 KB
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require 'archiver'
require 'field'
require 'object'
editor = {
ox = 0, oy = 0, -- offsets
selectx = 0, selecty = 0, -- selected field
sobject = nil, dx = 0, dy = 0, -- selected object
cell_types = {"DEFAULT.png", "goal.png"},
half_open = nil,
level_list = {},
level_idx = 1,
object_types = {function() return rigidbody(0, 0, 0.125, 0.125, "crate.png", 50, 0, 0, 1, DOWN) end,
function() return rigidbody(0, 0, 0.125, 0.125, "crate_move.png", 50, 0, 0, 1, DOWN) end,
function() return rigidbody(0, 0, 0.25, 0.25, "sawblade.png", 50, 0, 0, 1, DOWN) end},
object_names = {"crate.png", "crate_move.png", "sawblade.png"},
wall = LEFT
}
editor.INC = 5.0
editor.FILE_NAME = 'levels.txt'
editor.LEVEL_DIR = 'levels/'
editor.keys = {
RESET = 'r', TO_PLAYER = 'c',
LEFT = 'a', RIGHT = 'd', UP = 'w', DOWN = 's', SPEED = 'lshift',
WLEFT = 'left', WRIGHT = 'right', WUP = 'up', WDOWN = 'down',
CYCLE = 'return', PLACE = 'i', REMOVE = 'p', PORTAL = 'lctrl', PORTAL_CHOOSE = 'lalt',
SELECT = 'lalt', ROTATE = 't',
LEVEL_PLUS = 'f9', LEVEL_MINUS = 'f10', LEVEL_SAVE = 'f5'
}
-- Set level to self.file_idx
function editor:loadLevel()
print("Loading level " .. self.LEVEL_DIR .. self.level_list[self.level_idx])
import(self.LEVEL_DIR .. self.level_list[self.level_idx])
end
-- Save current level
function editor:saveLevel()
print("Saving level " .. self.LEVEL_DIR .. self.level_list[self.level_idx])
export(self.LEVEL_DIR .. self.level_list[self.level_idx])
end
-- Initialise editor --> load file list
function editor:init()
local file, msg = io.open(self.FILE_NAME)
if (not file) then
error("Could not open level list: " .. msg)
os.exit(1)
end
for line in file:lines() do
print("Level found: " .. self.LEVEL_DIR .. line)
self.level_list[#self.level_list + 1] = line
print(#self.level_list)
end
self:loadLevel()
io.close(file)
end
-- Move view
function editor:update(dt)
local factor = 1
if (kb.isDown(self.keys.SPEED)) then
factor = 3
end
if (kb.isDown(self.keys.LEFT)) then
self.ox = self.ox + self.INC * dt * factor
elseif (kb.isDown(self.keys.RIGHT)) then
self.ox = self.ox - self.INC * dt * factor
end
if (kb.isDown(self.keys.UP)) then
self.oy = self.oy + self.INC * dt * factor
elseif (kb.isDown(self.keys.DOWN)) then
self.oy = self.oy - self.INC * dt * factor
end
end
-- Mouse position to field position
function editor:mouseToField(x, y)
return -self.ox + x / CELLSIZE, -self.oy + y / CELLSIZE
end
-- Get object at mouse
function editor:getObject()
local mx, my = self:mouseToField(mouse.getX(), mouse.getY())
for i, o in pairs(objects) do
-- Hack...
if (math.abs(mx - o.cx) < o.xrad and math.abs(my - o.cy) < o.yrad and o ~= markerStar) then
self.sobject = o
self.dx = o.cx - mx
self.dy = o.cy - my
return o
end
end
end
-- Get cell at mouse
function editor:getCell()
local mx, my = self:mouseToField(mouse.getX(), mouse.getY())
local cx = math.floor(mx)
local cy = math.floor(my)
return cx, cy
end
-- Toggle wall
function editor:toggleWall(dir)
field:toggleWall(self.selectx, self.selecty, dir)
end
-- Set portal
function editor:setPortal(dir)
if (field:get(self.selectx, self.selecty).portals[dir]) then
field:destroyPortal(self.selectx, self.selecty, dir)
return
end
if (self.half_open) then
--note: Non-mirroring portals are preferred
field:openPortal(self.half_open.xin, self.half_open.yin, self.selectx, self.selecty,
self.half_open.side, nextdir(self.half_open.side), dir, -nextdir(dir))
self.half_open = nil
else
self.half_open = {}
self.half_open.xin = self.selectx
self.half_open.yin = self.selecty
self.half_open.side = dir
end
end
-- Toggle portal
function editor:togglePortal(dir)
field:togglePortal(self.selectx, self.selecty, dir)
end
-- Stuff for cursor keys
function editor:cursor(dir)
if (kb.isDown(self.keys.PORTAL)) then
if (kb.isDown(self.keys.PORTAL_CHOOSE)) then
self:togglePortal(dir)
else
self:setPortal(dir)
end
elseif (kb.isDown(self.keys.SELECT)) then
self:toggleWall(dir)
else
dx, dy = dirtodxy(dir)
self.selectx = math.max(1, math.min(field.width, self.selectx + dx))
self.selecty = math.max(1, math.min(field.height, self.selecty + dy))
end
end
-- All editor commandos
function editor:keyboard(key)
if (key == self.keys.RESET) then
self.ox = 0
self.oy = 0
elseif (key == self.keys.TO_PLAYER) then
self.ox = -player.cx + 0.5 * RESX / CELLSIZE
self.oy = -player.cy + 0.5 * RESY / CELLSIZE
elseif (key == self.keys.WLEFT) then
self:cursor(LEFT)
elseif (key == self.keys.WRIGHT) then
self:cursor(RIGHT)
elseif (key == self.keys.WUP) then
self:cursor(UP)
elseif (key == self.keys.WDOWN) then
self:cursor(DOWN)
elseif (key == self.keys.LEVEL_PLUS) then
self.level_idx = self.level_idx % #self.level_list + 1
self:loadLevel()
elseif (key == self.keys.LEVEL_MINUS) then
self.level_idx = (self.level_idx + #self.level_list - 2) % #self.level_list + 1
self:loadLevel()
elseif (key == self.keys.LEVEL_SAVE) then
self:saveLevel()
elseif (key == self.keys.ROTATE) then
local o = self:getObject()
if (o) then
o.grav = nextdir(o.grav)
end
elseif (key == self.keys.CYCLE) then
local o = self:getObject()
if (o and o ~= player) then
-- Hack
-- Change object type
local cur = table.find(self.object_names, o.img)
local next = self.object_types[cur % #self.object_types + 1]()
next.cx = o.cx
next.cy = o.cy
local idx = table.find(objects, o)
objects[idx] = next
else
local cur = table.find(self.cell_types, field:get(self.selectx, self.selecty).background)
local next = self.cell_types[cur % #self.cell_types + 1]
field:get(self.selectx, self.selecty).background = next
end
elseif (key == self.keys.PLACE) then
-- Place object
local mx, my = self:mouseToField(mouse.getX(), mouse.getY())
objects[#objects + 1] = self.object_types[1]()
objects[#objects].cx = mx
objects[#objects].cy = my
elseif (key == self.keys.REMOVE) then
local o = self:getObject()
if (o and o ~= player) then
table.remove(objects, table.find(objects, o))
end
end
end
-- Select objects and fields
function editor:mousePressed(x, y, button)
local mx, my = self:mouseToField(x, y)
if button == "l" then
-- Did we select an object?
self.sobject = self:getObject()
if (self.sobject) then
return
end
self.selectx, self.selecty = self:getCell()
print("Selected cell: " .. self.selectx .. ", " .. self.selecty)
end
end
-- Move object
function editor:mouseMoved(x, y)
local mx, my = self:mouseToField(x, y)
if (self.sobject) then
local newx = mx + self.dx
local newy = my + self.dy
if newx > 1.1 and newx <= field.width + 0.9 and newy > 1.1 and newy <= field.height + 0.9 then
self.sobject.cx = newx
self.sobject.cy = newy
end
end
end
function editor:mouseReleased(x, y, button)
self.sobject = nil
end
-- Draw fields
function editor:shade()
field:shadeEditor(CELLSIZE * self.ox, CELLSIZE * self.oy, self.selectx, self.selecty, self.half_open)
end