#include "badguy.h"
#include "gameobjs.h"
#include "door.h"
+#include "camera.h"
LevelEditor::LevelEditor()
{
frame_timer.init(true);
level_name_timer.init(true);
selection_end = selection_ini = Vector(0,0);
-left_button = false;
-middle_button = false;
+left_button = middle_button = mouse_moved = false;
+level = 0;
+level_subset = 0;
cur_layer = LAYER_TILES;
level_changed = false;
subset_menu->additem(MN_HL,"",0,0);
int i = 0;
for(std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it, ++i)
-{
-std::cerr << "adding entry level subset " << i << " entry: " << (*it) << std::endl;
subset_menu->additem(MN_ACTION, (*it),0,0,i);
-}
subset_menu->additem(MN_HL,"",0,0);
subset_menu->additem(MN_BACK,_("Back"),0,0);
delete create_subset_menu;
delete main_menu;
delete settings_menu;
+
+delete level;
+delete level_subset;
}
void LevelEditor::load_buttons_gfx()
DrawingContext context;
if(!filename.empty())
+ {
+ level_nb = -1;
load_level(filename);
+ }
else
Menu::set_current(main_menu);
void LevelEditor::events()
{
+mouse_moved = false;
+
while(SDL_PollEvent(&event))
{
Menu* menu = Menu::current();
else if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
{ // applying settings:
LevelSubset::create(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
- level_subset.load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
- level_subset.title = create_subset_menu->item[MN_ID_TITLE_SUBSET].input;
- level_subset.description = create_subset_menu->item[MN_ID_DESCRIPTION_SUBSET].input;
+ delete level_subset;
+ level_subset = new LevelSubset();
+ level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
+
+ level_subset->title = create_subset_menu->item[MN_ID_TITLE_SUBSET].input;
+ level_subset->description = create_subset_menu->item[MN_ID_DESCRIPTION_SUBSET].input;
load_level(1);
std::set<std::string>::iterator it = level_subsets.begin();
for(int t = 0; t < i; t++)
it++;
-std::cerr << "load subset level_subsets " << i << ": " << (*it) << std::endl;
load_level_subset(*it);
Menu::set_current(0);
}
{ // applying settings:
level_changed = true;
- level.name = settings_menu->get_item_by_id(MN_ID_NAME).input;
- level.author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
+ level->name = settings_menu->get_item_by_id(MN_ID_NAME).input;
+ level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
solids->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
Menu::set_current(settings_menu);
break;
case BT_NEXT_LEVEL:
- if(level_nb < level_subset.get_num_levels())
+ if(level_nb+1 < level_subset->get_num_levels())
load_level(level_nb + 1);
else
{
- Level new_lev;
char str[1024];
sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 1);
if(confirm_dialog(NULL, str))
{
- level_subset.add_level("new_level.stl");
- new_lev.save(level_subset.get_level_filename(level_nb + 1));
+ Level new_lev;
+ level_subset->add_level("new_level.stl");
+ new_lev.save(level_subset->get_level_filename(level_nb + 1));
load_level(level_nb);
}
}
break;
case BT_PREVIOUS_LEVEL:
- if(level_nb > 1)
+ if(level_nb-1 > 0)
load_level(level_nb - 1);
break;
case BT_NEXT_SECTOR:
std::cerr << "next sector.\n";
-std::cerr << "total sectors: " << level.get_total_sectors() << std::endl;
- load_sector(level.get_next_sector(sector));
+std::cerr << "total sectors: " << level->get_total_sectors() << std::endl;
+ load_sector(level->get_next_sector(sector));
break;
case BT_PREVIOUS_SECTOR:
std::cerr << "previous sector.\n";
- load_sector(level.get_previous_sector(sector));
+ load_sector(level->get_previous_sector(sector));
break;
}
level_options->set_unselected();
switch(event.type)
{
case SDL_MOUSEMOTION:
+ mouse_moved = true;
if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT))
{ // movement like in strategy games
scroll.x += -1 * event.motion.xrel;
break;
case SDL_MOUSEBUTTONDOWN:
+ mouse_moved = true;
if(event.button.button == SDL_BUTTON_LEFT)
left_button = true;
else if(event.button.button == SDL_BUTTON_MIDDLE)
break;
case SDL_MOUSEBUTTONUP:
+ mouse_moved = true;
if(event.button.button == SDL_BUTTON_LEFT)
left_button = false;
else if(event.button.button == SDL_BUTTON_MIDDLE)
if(scroll.y > height - screen->h/2)
scroll.y = height - screen->h/2;
- if(left_button)
+ // set camera translation, since BadGuys like it
+ sector->camera->set_scrolling((int)scroll.x, (int)scroll.y);
+
+ if(left_button && mouse_moved)
for(unsigned int x = 0; x < selection.size(); x++)
for(unsigned int y = 0; y < selection[x].size(); y++)
- change((int)((scroll.x + event.button.x)/(32*zoom)) + x,
- (int)((scroll.y + event.button.y)/(32*zoom)) + y, selection[x][y],
+ change((int)(scroll.x + event.button.x) + (x*32),
+ (int)(scroll.y + event.button.y) + (y*32), selection[x][y],
cur_layer);
}
}
+#define FADING_TIME 600
+
void LevelEditor::draw(DrawingContext& context)
{
context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
if(level_name_timer.check())
{
- context.draw_text(gold_text, level.name, Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI);
- char str[128];
- sprintf(str, "%i/%i", level_nb+1, level_subset.get_num_levels());
- context.draw_text(gold_text, str, Vector(screen->w/2, 50), CENTER_ALLIGN, LAYER_GUI);
+ context.push_transform();
+ if(level_name_timer.get_left() < FADING_TIME)
+ context.set_alpha(level_name_timer.get_left() * 255 / FADING_TIME);
+
+ context.draw_text(gold_text, level->name, Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI);
+ if(level_nb != -1)
+ {
+ char str[128];
+ sprintf(str, "%i/%i", level_nb+1, level_subset->get_num_levels());
+ context.draw_text(gold_text, str, Vector(screen->w/2, 50), CENTER_ALLIGN, LAYER_GUI);
+ }
+
+ context.pop_transform();
}
if(sector)
context.draw_text(white_small_text, _("F1 for help"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
void LevelEditor::load_level_subset(std::string filename)
{
-std::cerr << "loading subset...\n";
-std::cerr << "filename: " << filename << std::endl;
-level_subset.load(filename.c_str());
+delete level_subset;
+level_subset = new LevelSubset();
+level_subset->load(filename.c_str());
load_level(1);
}
void LevelEditor::load_level(std::string filename)
{
-if(!level_changed)
- save_level();
+if(level_changed)
+ {
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+ else
+ return;
+ }
level_filename = filename;
-level.load(filename);
+
+delete level;
+level = new Level();
+level->load(filename);
load_sector("main");
level_name_timer.start(3000);
scroll.x = scroll.y = 0;
level_changed = false;
-settings_menu->get_item_by_id(MN_ID_NAME).change_input(level.name.c_str());
-settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level.author.c_str());
+settings_menu->get_item_by_id(MN_ID_NAME).change_input(level->name.c_str());
+settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level->author.c_str());
}
void LevelEditor::load_level(int nb)
{
-if(!level_changed)
- save_level();
+if(level_changed)
+ {
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+ else
+ return;
+ }
level_nb = nb;
-std::cerr << "level_nb: " << level_nb << std::endl;
-std::cerr << "level_subset.get_level_filename(level_nb): " << level_subset.get_level_filename(level_nb) << std::endl;
-level_filename = level_subset.get_level_filename(level_nb);
+level_filename = level_subset->get_level_filename(level_nb);
load_level(level_filename);
}
void LevelEditor::load_sector(std::string name)
{
sector_name = name;
-sector = level.get_sector(sector_name);
+sector = level->get_sector(sector_name);
if(!sector)
Termination::abort("Level has no " + sector_name + " sector.", "");
if(confirm_dialog(NULL, _("No more sectors exist. Create another?")))
{
Sector* nsector = new Sector();
- level.add_sector(nsector);
+ level->add_sector(nsector);
sector = nsector;
}
return;
void LevelEditor::save_level()
{
-level.save(level_filename);
+level->save(level_filename);
level_changed = false;
}
void LevelEditor::change(int x, int y, int newtile, int layer)
{ // find the tilemap of the current layer, and then change the tile
-if(x < 0 || (unsigned int)x > sector->solids->get_width() ||
- y < 0 || (unsigned int)y > sector->solids->get_height())
+if(x < 0 || (unsigned int)x > sector->solids->get_width()*32 ||
+ y < 0 || (unsigned int)y > sector->solids->get_height()*32)
return;
level_changed = true;
+if(zoom != 1)
+ { // no need to do this for normal view (no zoom)
+ x = (int)(x * (zoom*32) / 32);
+ y = (int)(y * (zoom*32) / 32);
+ }
+
if(newtile < 0) // add object
{
// remove an active tile or object that might be there
change(x, y, 0, LAYER_TILES);
if(newtile == OBJ_TRAMPOLINE)
- sector->add_object(new Trampoline(x*32, y*32));
+ sector->add_object(new Trampoline(x, y));
else if(newtile == OBJ_FLYING_PLATFORM)
- sector->add_object(new FlyingPlatform(x*32, y*32));
+ sector->add_object(new FlyingPlatform(x, y));
else if(newtile == OBJ_DOOR)
- sector->add_object(new Door(x*32, y*32));
+ sector->add_object(new Door(x, y));
else
- sector->add_object(new BadGuy(BadGuyKind((-newtile)-1), x*32, y*32));
+ sector->add_object(new BadGuy(BadGuyKind((-newtile)-1), x, y));
sector->update_game_objects();
}
else if(cur_layer == LAYER_FOREGROUNDTILES)
- foregrounds->change(x, y, newtile);
+ foregrounds->change(x/32, y/32, newtile);
else if(cur_layer == LAYER_TILES)
{
// remove a bad guy if it's there
+ // we /32 in order to round numbers
for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i < sector->gameobjects.end(); i++)
{
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy)
- if(badguy->base.x == x*32 && badguy->base.y == y*32)
+ if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32)
sector->gameobjects.erase(i);
Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
if(trampoline)
- if(trampoline->base.x == x*32 && trampoline->base.y == y*32)
+ {
+ if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32)
sector->gameobjects.erase(i);
+ }
FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
if(flying_platform)
- if(flying_platform->base.x == x*32 && flying_platform->base.y == y*32)
+ if((int)flying_platform->base.x/32 == x/32 && (int)flying_platform->base.y/32 == y/32)
sector->gameobjects.erase(i);
Door* door = dynamic_cast<Door*> (*i);
if(door)
- if(door->get_area().x == x*32 && door->get_area().y == y*32)
+ if((int)door->get_area().x/32 == x/32 && (int)door->get_area().y/32 == y/32)
sector->gameobjects.erase(i);
}
sector->update_game_objects();
- solids->change(x, y, newtile);
+ solids->change(x/32, y/32, newtile);
}
else if(cur_layer == LAYER_BACKGROUNDTILES)
- backgrounds->change(x, y, newtile);
+ backgrounds->change(x/32, y/32, newtile);
}
void LevelEditor::show_help()