1 /***************************************************************************
2 leveleditor.cpp - built'in leveleditor
5 copyright : (C) 2004 by Ricardo Cruz
7 ***************************************************************************/
9 /***************************************************************************
11 * This program is free software; you can redistribute it and/or modify *
12 * it under the terms of the GNU General Public License as published by *
13 * the Free Software Foundation; either version 2 of the License, or *
14 * (at your option) any later version. *
16 ***************************************************************************/
21 #include "gui/mousecursor.h"
23 #include "gui/button.h"
24 #include "audio/sound_manager.h"
25 #include "app/gettext.h"
26 #include "app/setup.h"
27 #include "app/globals.h"
28 #include "special/sprite.h"
29 #include "leveleditor.h"
30 #include "resources.h"
33 #include "tile_manager.h"
35 #include "background.h"
42 LevelEditor::LevelEditor()
47 global_frame_counter = 0;
48 frame_timer.init(true);
49 level_name_timer.init(true);
50 selection_end = selection_ini = Vector(0,0);
51 left_button = middle_button = mouse_moved = false;
55 cur_layer = LAYER_TILES;
56 level_changed = false;
62 level_subsets = FileSystem::dsubdirs("/levels", "info");
63 subset_menu = new Menu();
64 subset_menu->additem(MN_LABEL,_("Load Subset"),0,0);
65 subset_menu->additem(MN_HL,"",0,0);
67 for(std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it, ++i)
68 subset_menu->additem(MN_ACTION, (*it),0,0,i);
69 subset_menu->additem(MN_HL,"",0,0);
70 subset_menu->additem(MN_BACK,_("Back"),0,0);
72 create_subset_menu = new Menu();
73 create_subset_menu->additem(MN_LABEL,_("New Level Subset"),0,0);
74 create_subset_menu->additem(MN_HL,"",0,0);
75 create_subset_menu->additem(MN_TEXTFIELD,_("Filename "),0,0,MN_ID_FILENAME_SUBSET);
76 create_subset_menu->additem(MN_TEXTFIELD,_("Title "),0,0,MN_ID_TITLE_SUBSET);
77 create_subset_menu->additem(MN_TEXTFIELD,_("Description"),0,0,MN_ID_DESCRIPTION_SUBSET);
78 create_subset_menu->additem(MN_ACTION,_("Create"),0,0, MN_ID_CREATE_SUBSET);
79 create_subset_menu->additem(MN_HL,"",0,0);
80 create_subset_menu->additem(MN_BACK,_("Back"),0,0);
82 main_menu = new Menu();
83 main_menu->additem(MN_LABEL,_("Level Editor Menu"),0,0);
84 main_menu->additem(MN_HL,"",0,0);
85 main_menu->additem(MN_ACTION,_("Return to Level Editor"),0,0,MN_ID_RETURN);
86 main_menu->additem(MN_GOTO,_("Create Level Subset"),0,create_subset_menu);
87 main_menu->additem(MN_GOTO,_("Load Level Subset"),0,subset_menu);
88 main_menu->additem(MN_HL,"",0,0);
89 main_menu->additem(MN_ACTION,_("Quit Level Editor"),0,0,MN_ID_QUIT);
91 settings_menu = new Menu();
92 settings_menu->additem(MN_LABEL,_("Level Settings"),0,0);
93 settings_menu->additem(MN_HL,"",0,0);
94 settings_menu->additem(MN_TEXTFIELD,_("Name "),0,0,MN_ID_NAME);
95 settings_menu->additem(MN_TEXTFIELD,_("Author "),0,0,MN_ID_AUTHOR);
96 settings_menu->additem(MN_NUMFIELD, _("Width "),0,0,MN_ID_WIDTH);
97 settings_menu->additem(MN_NUMFIELD, _("Height "),0,0,MN_ID_HEIGHT);
98 settings_menu->additem(MN_HL,"",0,0);
99 settings_menu->additem(MN_ACTION,_("Apply"),0,0,MN_ID_APPLY_SETTINGS);
101 /* Creating button groups */
104 tiles_board = new ButtonGroup(Vector(screen->w - 140, 100),
105 Vector(32,32), Vector(4,8));
107 TileManager* tilemanager = TileManager::instance();
109 tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0);
110 for(unsigned int id = 1; id < tilemanager->total_ids(); id++)
112 Tile* tile = tilemanager->get(id);
117 if(tile->editor_images.size())
118 surface = tile->editor_images[0];
119 else if(tile->images.size())
120 surface = tile->images[0];
124 Button button = Button(surface, "", SDLKey(0));
125 tiles_board->add_button(button, id);
127 for(int i = 0; i < NUM_BadGuyKinds; i++)
129 // filter bomb, since it is only for internal use, not for levels
133 BadGuyKind kind = BadGuyKind(i);
134 BadGuy badguy(kind, 0,0);
135 // badguy.activate(LEFT);
137 Surface *img = badguy.get_image();
138 tiles_board->add_button(Button(img, "", SDLKey(SDLK_1+i)), -(i+1));
141 tiles_board->add_button(Button(img_trampoline[0].get_frame(0), _("Trampoline"), SDLKey(0)), OBJ_TRAMPOLINE);
142 tiles_board->add_button(Button(img_flying_platform->get_frame(0), _("Flying Platform"), SDLKey(0)), OBJ_FLYING_PLATFORM);
143 tiles_board->add_button(Button(door->get_frame(0), _("Door"), SDLKey(0)), OBJ_DOOR);
145 tiles_layer = new ButtonGroup(Vector(12, screen->h-64), Vector(80,20), Vector(1,3));
146 tiles_layer->add_button(Button(img_foreground_bt, _("Edtit foreground tiles"),
147 SDLK_F10), LAYER_FOREGROUNDTILES);
148 tiles_layer->add_button(Button(img_interactive_bt, _("Edit interactive tiles"),
149 SDLK_F11), LAYER_TILES, true);
150 tiles_layer->add_button(Button(img_background_bt, _("Edit background tiles"),
151 SDLK_F12), LAYER_BACKGROUNDTILES);
153 level_options = new ButtonGroup(Vector(screen->w-164, screen->h-36), Vector(32,32), Vector(5,1));
154 level_options->add_pair_of_buttons(Button(img_next_sector_bt, _("Next sector"), SDLKey(0)), BT_NEXT_SECTOR,
155 Button(img_previous_sector_bt, _("Prevous sector"), SDLKey(0)), BT_PREVIOUS_SECTOR);
156 level_options->add_pair_of_buttons(Button(img_next_level_bt, _("Next level"), SDLKey(0)), BT_NEXT_LEVEL,
157 Button(img_previous_level_bt, _("Prevous level"), SDLKey(0)), BT_PREVIOUS_LEVEL);
158 level_options->add_button(Button(img_save_level_bt, _("Save level"), SDLK_F5), BT_LEVEL_SAVE);
159 level_options->add_button(Button(img_test_level_bt, _("Test level"), SDLK_F6), BT_LEVEL_TEST);
160 level_options->add_button(Button(img_setup_level_bt, _("Setup level"), SDLK_F7), BT_LEVEL_SETUP);
163 LevelEditor::~LevelEditor()
169 delete level_options;
172 delete create_subset_menu;
174 delete settings_menu;
180 void LevelEditor::load_buttons_gfx()
182 img_foreground_bt = new Surface(datadir + "/images/leveleditor/foreground.png", true);
183 img_interactive_bt = new Surface(datadir + "/images/leveleditor/interactive.png", true);
184 img_background_bt = new Surface(datadir + "/images/leveleditor/background.png", true);
186 img_save_level_bt = new Surface(datadir + "/images/leveleditor/save-level.png", true);
187 img_test_level_bt = new Surface(datadir + "/images/leveleditor/test-level.png", true);
188 img_setup_level_bt = new Surface(datadir + "/images/leveleditor/setup-level.png", true);
190 img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true);
192 img_previous_level_bt = new Surface(datadir + "/images/leveleditor/previous-level.png", true);
193 img_next_level_bt = new Surface(datadir + "/images/leveleditor/next-level.png", true);
194 img_previous_sector_bt = new Surface(datadir + "/images/leveleditor/previous-sector.png", true);
195 img_next_sector_bt = new Surface(datadir + "/images/leveleditor/next-sector.png", true);
198 void LevelEditor::free_buttons_gfx()
200 delete img_foreground_bt;
201 delete img_interactive_bt;
202 delete img_background_bt;
204 delete img_save_level_bt;
205 delete img_test_level_bt;
206 delete img_setup_level_bt;
208 delete img_rubber_bt;
210 delete img_previous_level_bt;
211 delete img_next_level_bt;
212 delete img_previous_sector_bt;
213 delete img_next_sector_bt;
216 void LevelEditor::run(const std::string filename)
218 SoundManager::get()->halt_music();
219 Menu::set_current(0);
221 DrawingContext context;
223 if(!filename.empty())
226 load_level(filename);
229 Menu::set_current(main_menu);
231 mouse_cursor->set_state(MC_NORMAL);
242 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
246 void LevelEditor::events()
250 while(SDL_PollEvent(&event))
252 Menu* menu = Menu::current();
257 if(menu == main_menu)
259 switch (main_menu->check())
262 Menu::set_current(0);
269 else if(menu == create_subset_menu)
271 if(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input[0] == '\0')
272 create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_DEACTIVE;
273 else if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
274 { // applying settings:
275 LevelSubset::create(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
278 level_subset = new LevelSubset();
279 level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
281 level_subset->title = create_subset_menu->item[MN_ID_TITLE_SUBSET].input;
282 level_subset->description = create_subset_menu->item[MN_ID_DESCRIPTION_SUBSET].input;
286 create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).change_input("");
287 create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).change_input("");
288 create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).change_input("");
291 else if(menu == subset_menu)
293 int i = subset_menu->check();
296 std::set<std::string>::iterator it = level_subsets.begin();
297 for(int t = 0; t < i; t++)
299 load_level_subset(*it);
300 Menu::set_current(0);
303 else if(menu == settings_menu)
305 if(settings_menu->check() == MN_ID_APPLY_SETTINGS)
306 { // applying settings:
307 level_changed = true;
309 level->name = settings_menu->get_item_by_id(MN_ID_NAME).input;
310 level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
312 solids->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
313 atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
314 foregrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
315 atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
316 backgrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
317 atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
319 Menu::set_current(0);
323 // check for events in buttons
324 else if(tiles_board->event(event))
326 std::vector <int> vector;
327 vector.push_back(tiles_board->selected_id());
330 selection.push_back(vector);
333 else if(tiles_layer->event(event))
335 cur_layer = tiles_layer->selected_id();
338 else if(level_options->event(event))
340 switch(level_options->selected_id())
349 Menu::set_current(settings_menu);
352 if(level_nb+1 < level_subset->get_num_levels())
353 load_level(level_nb + 1);
357 sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 1);
358 if(confirm_dialog(NULL, str))
361 level_subset->add_level("new_level.stl");
362 new_lev.save(level_subset->get_level_filename(level_nb + 1));
363 load_level(level_nb);
367 case BT_PREVIOUS_LEVEL:
369 load_level(level_nb - 1);
372 std::cerr << "next sector.\n";
373 std::cerr << "total sectors: " << level->get_total_sectors() << std::endl;
374 load_sector(level->get_next_sector(sector));
376 case BT_PREVIOUS_SECTOR:
377 std::cerr << "previous sector.\n";
378 load_sector(level->get_previous_sector(sector));
381 level_options->set_unselected();
388 case SDL_MOUSEMOTION:
390 if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT))
391 { // movement like in strategy games
392 scroll.x += -1 * event.motion.xrel;
393 scroll.y += -1 * event.motion.yrel;
397 case SDL_MOUSEBUTTONDOWN:
399 if(event.button.button == SDL_BUTTON_LEFT)
401 else if(event.button.button == SDL_BUTTON_MIDDLE)
403 middle_button = true;
404 selection_ini = Vector(event.button.x, event.button.y);
408 case SDL_MOUSEBUTTONUP:
410 if(event.button.button == SDL_BUTTON_LEFT)
412 else if(event.button.button == SDL_BUTTON_MIDDLE)
414 middle_button = false;
415 selection_end = Vector(event.button.x, event.button.y);
417 if(selection_end.x < selection_ini.x)
419 float t = selection_ini.x;
420 selection_ini.x = selection_end.x;
423 if(selection_end.y < selection_ini.y)
425 float t = selection_ini.y;
426 selection_ini.y = selection_end.y;
431 std::vector <int> vector;
433 TileMap* tilemap = 0;
434 if(cur_layer == LAYER_FOREGROUNDTILES)
435 tilemap = foregrounds;
436 else if(cur_layer == LAYER_TILES)
438 else if(cur_layer == LAYER_BACKGROUNDTILES)
439 tilemap = backgrounds;
441 for(int x = 0; x < (int)((selection_end.x - selection_ini.x)*zoom / 32) + 1; x++)
444 for(int y = 0; y < (int)((selection_end.y - selection_ini.y)*zoom / 32) + 1; y++)
446 vector.push_back(tilemap->get_tile(x +
447 (int)(((selection_ini.x+scroll.x)*zoom)/32),
448 y + (int)(((selection_ini.y+scroll.y)*zoom)/32))->id);
450 selection.push_back(vector);
455 case SDL_KEYDOWN: // key pressed
456 switch(event.key.keysym.sym)
459 Menu::set_current(main_menu);
461 /* scrolling related events: */
466 scroll.x = sector->solids->get_height()*32 - screen->w;
499 show_grid = !show_grid;
506 case SDL_QUIT: // window closed
517 void LevelEditor::action()
519 mouse_cursor->set_state(MC_NORMAL);
520 if(tiles_board->is_hover() || tiles_layer->is_hover() || level_options->is_hover())
521 mouse_cursor->set_state(MC_LINK);
525 if(!frame_timer.check())
527 frame_timer.start(25);
528 ++global_frame_counter;
531 // don't scroll before the start or after the level's end
532 float width = sector->solids->get_width() * 32;
533 float height = sector->solids->get_height() * 32;
535 if(scroll.x < -screen->w/2)
536 scroll.x = -screen->w/2;
537 if(scroll.x > width - screen->w/2)
538 scroll.x = width - screen->w/2;
539 if(scroll.y < -screen->h/2)
540 scroll.y = -screen->h/2;
541 if(scroll.y > height - screen->h/2)
542 scroll.y = height - screen->h/2;
544 // set camera translation, since BadGuys like it
545 sector->camera->set_scrolling((int)scroll.x, (int)scroll.y);
547 if(left_button && mouse_moved)
548 for(unsigned int x = 0; x < selection.size(); x++)
549 for(unsigned int y = 0; y < selection[x].size(); y++)
550 change((int)(scroll.x + event.button.x) + (x*32),
551 (int)(scroll.y + event.button.y) + (y*32), selection[x][y],
556 #define FADING_TIME 600
558 void LevelEditor::draw(DrawingContext& context)
560 context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
561 mouse_cursor->draw(context);
563 // draw a filled background
564 context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h), Color(60,60,60), LAYER_BACKGROUND0-1);
566 if(level_name_timer.check())
568 context.push_transform();
569 if(level_name_timer.get_left() < FADING_TIME)
570 context.set_alpha(level_name_timer.get_left() * 255 / FADING_TIME);
572 context.draw_text(gold_text, level->name, Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI);
576 sprintf(str, "%i/%i", level_nb+1, level_subset->get_num_levels());
577 context.draw_text(gold_text, str, Vector(screen->w/2, 50), CENTER_ALLIGN, LAYER_GUI);
580 context.pop_transform();
583 context.draw_text(white_small_text, _("F1 for help"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
585 context.draw_text(white_small_text, _("Choose a level subset"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
587 Menu* menu = Menu::current();
592 tiles_board->draw(context);
593 tiles_layer->draw(context);
594 level_options->draw(context);
602 context.set_drawing_effect(SEMI_TRANSPARENT);
606 if(selection[0][0] == 0 && selection.size() == 1)
607 context.draw_surface(img_rubber_bt, Vector(event.button.x - 8,
608 event.button.y - 8), LAYER_GUI-2);
609 else if(selection[0][0] < 0)
611 int id = selection[0][0];
613 if(id == OBJ_TRAMPOLINE)
614 context.draw_surface(img_trampoline[0].get_frame(0), Vector(event.button.x - 8,
615 event.button.y - 8), LAYER_GUI-2);
616 else if(id == OBJ_FLYING_PLATFORM)
617 context.draw_surface(img_flying_platform->get_frame(0), Vector(event.button.x - 8,
618 event.button.y - 8), LAYER_GUI-2);
619 else if(id == OBJ_DOOR)
620 context.draw_surface(door->get_frame(0), Vector(event.button.x - 8,
621 event.button.y - 8), LAYER_GUI-2);
624 BadGuyKind kind = BadGuyKind((-id)-1);
625 BadGuy badguy(kind, 0,0);
626 // badguy.activate(LEFT);
627 Surface *img = badguy.get_image();
629 context.draw_surface(img, Vector(event.button.x - 8,
630 event.button.y - 8), LAYER_GUI-2);
635 TileManager* tilemanager = TileManager::instance();
636 for(unsigned int x = 0; x < selection.size(); x++)
637 for(unsigned int y = 0; y < selection[x].size(); y++)
638 tilemanager->draw_tile(context, selection[x][y],
639 Vector(event.button.x + x*32 - 8, event.button.y + y*32 - 8),
643 context.set_drawing_effect(NONE_EFFECT);
646 context.draw_filled_rect(Vector(std::min((int)selection_ini.x, (int)event.button.x)*zoom,
647 std::min((int)selection_ini.y, (int)event.button.y))*zoom,
648 Vector(abs(event.button.x - (int)selection_ini.x)*zoom,
649 abs(event.button.y - (int)selection_ini.y)*zoom),
650 Color(170,255,170,128), LAYER_GUI-2);
654 for(int x = 0; x < screen->w / (32*zoom); x++)
656 int pos = (int)(x*32*zoom) - ((int)scroll.x % 32);
657 context.draw_filled_rect(Vector (pos, 0), Vector(1, screen->h),
658 Color(225, 225, 225), LAYER_GUI-50);
660 for(int y = 0; y < screen->h / (32*zoom); y++)
662 int pos = (int)(y*32*zoom) - ((int)scroll.y % 32);
663 context.draw_filled_rect(Vector (0, pos), Vector(screen->w, 1),
664 Color(225, 225, 225), LAYER_GUI-50);
668 context.push_transform();
669 context.set_translation(scroll);
670 context.set_zooming(zoom);
672 for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i)
674 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
676 { // draw the non-selected tiles semi-transparently
677 context.push_transform();
679 if(tilemap->get_layer() != cur_layer)
680 context.set_drawing_effect(SEMI_TRANSPARENT);
683 context.pop_transform();
685 Background* background = dynamic_cast<Background*> (*i);
687 { // don't resize background
688 context.push_transform();
689 context.set_translation(scroll);
690 context.set_zooming(1.0);
692 context.pop_transform();
698 context.pop_transform();
701 context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h),Color(0,0,0), LAYER_BACKGROUND0);
703 context.do_drawing();
706 void LevelEditor::load_level_subset(std::string filename)
709 level_subset = new LevelSubset();
710 level_subset->load(filename.c_str());
714 void LevelEditor::load_level(std::string filename)
718 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
724 level_filename = filename;
728 level->load(filename);
731 level_name_timer.start(3000);
732 scroll.x = scroll.y = 0;
733 level_changed = false;
735 settings_menu->get_item_by_id(MN_ID_NAME).change_input(level->name.c_str());
736 settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level->author.c_str());
739 void LevelEditor::load_level(int nb)
743 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
750 level_filename = level_subset->get_level_filename(level_nb);
752 load_level(level_filename);
755 void LevelEditor::load_sector(std::string name)
758 sector = level->get_sector(sector_name);
760 Termination::abort("Level has no " + sector_name + " sector.", "");
765 void LevelEditor::load_sector(Sector* sector_)
769 if(confirm_dialog(NULL, _("No more sectors exist. Create another?")))
771 Sector* nsector = new Sector();
772 level->add_sector(nsector);
780 /* Load sector stuff */
782 sector->update_game_objects();
784 foregrounds = solids = backgrounds = 0;
785 /* Point foregrounds, backgrounds, solids to its layer */
786 for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++)
788 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
790 // badguy->activate(LEFT);
792 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
795 if(tilemap->get_layer() == LAYER_FOREGROUNDTILES)
796 foregrounds = tilemap;
797 else if(tilemap->get_layer() == LAYER_TILES)
799 else if(tilemap->get_layer() == LAYER_BACKGROUNDTILES)
800 backgrounds = tilemap;
806 TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height());
807 sector->add_object(tilemap);
808 sector->update_game_objects();
812 TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height());
813 sector->add_object(tilemap);
814 sector->update_game_objects();
818 sprintf(str, "%i", solids->get_width());
819 settings_menu->get_item_by_id(MN_ID_WIDTH).change_input(str);
820 sprintf(str, "%i", solids->get_height());
821 settings_menu->get_item_by_id(MN_ID_HEIGHT).change_input(str);
824 void LevelEditor::save_level()
826 level->save(level_filename);
827 level_changed = false;
830 void LevelEditor::test_level()
834 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
840 GameSession session(level_filename, ST_GL_TEST);
842 // player_status.reset();
843 sound_manager->halt_music();
846 void LevelEditor::change(int x, int y, int newtile, int layer)
847 { // find the tilemap of the current layer, and then change the tile
848 if(x < 0 || (unsigned int)x > sector->solids->get_width()*32 ||
849 y < 0 || (unsigned int)y > sector->solids->get_height()*32)
852 level_changed = true;
855 { // no need to do this for normal view (no zoom)
856 x = (int)(x * (zoom*32) / 32);
857 y = (int)(y * (zoom*32) / 32);
860 if(newtile < 0) // add object
862 // remove an active tile or object that might be there
863 change(x, y, 0, LAYER_TILES);
865 if(newtile == OBJ_TRAMPOLINE)
866 sector->add_object(new Trampoline(x, y));
867 else if(newtile == OBJ_FLYING_PLATFORM)
868 sector->add_object(new FlyingPlatform(x, y));
869 else if(newtile == OBJ_DOOR)
870 sector->add_object(new Door(x, y));
872 sector->add_object(new BadGuy(BadGuyKind((-newtile)-1), x, y));
874 sector->update_game_objects();
876 else if(cur_layer == LAYER_FOREGROUNDTILES)
877 foregrounds->change(x/32, y/32, newtile);
878 else if(cur_layer == LAYER_TILES)
880 // remove a bad guy if it's there
881 // we /32 in order to round numbers
882 for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i < sector->gameobjects.end(); i++)
884 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
886 if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32)
887 sector->gameobjects.erase(i);
888 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
891 if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32)
892 sector->gameobjects.erase(i);
894 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
896 if((int)flying_platform->base.x/32 == x/32 && (int)flying_platform->base.y/32 == y/32)
897 sector->gameobjects.erase(i);
898 Door* door = dynamic_cast<Door*> (*i);
900 if((int)door->get_area().x/32 == x/32 && (int)door->get_area().y/32 == y/32)
901 sector->gameobjects.erase(i);
903 sector->update_game_objects();
904 solids->change(x/32, y/32, newtile);
906 else if(cur_layer == LAYER_BACKGROUNDTILES)
907 backgrounds->change(x/32, y/32, newtile);
910 void LevelEditor::show_help()
912 DrawingContext context;
914 bool show_grid_t = show_grid;
916 mouse_cursor->set_state(MC_HIDE);
921 _("This is the built-in level editor. It's aim is to be intuitive\n"
922 "and simple to use, so it should be pretty straight forward.\n"
924 "To open a level, first you'll have to select a level subset from\n"
925 "the menu (or create your own).\n"
926 "A level subset is basically a collection of levels.\n"
927 "They can then be played from the Contrib menu.\n"
929 "To access the menu from the level editor, just press Esc.\n"
931 "You are currently looking to the level, to scroll it, just\n"
932 "press the right mouse button and drag the mouse. It will move like\n"
934 "You can also use the arrow keys and Page Up/Down.\n"
936 "'+' and '-' keys can be used to zoom in/out the level.\n"
938 "You probably already noticed those floating group of buttons.\n"
939 "Each one serves a different purpose. To select a certain button\n"
940 "just press the Left mouse button on it. A few buttons have key\n"
941 "shortcuts, you can know it by pressing the Right mouse button on\n"
942 "it. That will also show what that button does.\n"
943 "Group of buttons can also be move around by just dragging them,\n"
944 "while pressing the Left mouse button.\n"
946 "Let's learn a bit of what each group of buttons do, shall we?\n"
948 "To starting putting tiles and objects around use the bigger gropup\n"
949 "of buttons. Each button is a different tile. To put it on the level,\n"
950 "just press it and then left click in the level.\n"
951 "You can also copy tiles from the level by using the middle mouse button.\n"
952 "Use the mouse wheel to scroll that group of buttons. You will find\n"
953 "enemies and game objects in the bottom.\n")
957 _("The Foreground/Interactive/Background buttons may be used to\n"
958 "see and edit the respective layer. Level's have three tiles layers:\n"
959 "Foreground - tiles are drawn in top of everything and have no contact\n"
961 "Interactive - these are the tiles that have contact with the player.\n"
962 "Background - tiles are drawn in bottom of everything and have no contact\n"
964 "The unselected layers will be drawn semi-transparently.\n"
966 "At last, but not least, the group of buttons that's left serves\n"
967 "to do related actions with the level.\n"
968 "From left to right:\n"
969 "Mini arrows - can be used to choose other sectors.\n"
970 "Sectors are mini-levels, so to speak, that can be accessed using a door.\n"
971 "Big arrows - choose other level in the same level subset.\n"
972 "Diskette - save the level\n"
973 "Tux - test the level\n"
974 "Tools - set a few settings for the level, incluiding resizing it.\n"
976 "We have reached the end of this Howto.\n"
978 "Don't forget to send us a few cool levels. :)\n"
981 " SuperTux development team\n"
983 "ps: If you are looking for something more powerfull, you can give it a\n"
984 "try to FlexLay. FlexLay is a level editor that supports several games,\n"
985 "including SuperTux. It is an independent project.\n"
986 "Webpage: http://pingus.seul.org/~grumbel/flexlay/")
989 char **text[] = { text1, text2 };
993 for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++)
997 context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(screen->w/2, 60), CENTER_ALLIGN, LAYER_GUI);
999 context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI);
1001 sprintf(str,_("Press any key to continue - Page %d/%d"), i+1, sizeof(text) / sizeof(text[0]));
1002 context.draw_text(gold_text, str, Vector(screen->w/2, screen->h-60), CENTER_ALLIGN, LAYER_GUI);
1004 context.do_drawing();
1010 done = wait_for_event(event);
1015 show_grid = show_grid_t;
1016 mouse_cursor->set_state(MC_NORMAL);