// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <map>
+#include <typeinfo>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <SDL.h>
#include <SDL_image.h>
+#include <algorithm>
#include "leveleditor.h"
#include "screen.h"
#include "tile.h"
#include "resources.h"
#include "music_manager.h"
+#include "background.h"
+#include "display_manager.h"
/* definitions to aid development */
#define MOUSE_LEFT_MARGIN 80
#define MOUSE_RIGHT_MARGIN (560-32)
-/* right_margin should noticed that the cursor is 32 pixels,
- so it should subtract that value */
-#define MOUSE_POS_SPEED 20
+
+/* scolling speed */
+#define KEYBOARD_SPEED 140
+#define MOUSE_SPEED 40
/* look */
#define SELECT_W 2 // size of the selections lines
/* crutial ones (main loop) */
int le_init();
void le_quit();
-int le_load_level(char *filename);
+int le_load_level_subset(char *filename);
void le_drawlevel();
void le_drawinterface();
void le_checkevents();
void le_showhelp();
void le_set_defaults(void);
void le_activate_bad_guys(void);
-
+void le_goto_level(int levelnb);
void le_highlight_selection();
void apply_level_settings_menu();
bool IsTile() { return is_tile; };
//Returns true for a GameObject
bool IsObject() { return !is_tile; };
+
+
void Init() { tile = 0; obj = NULL; is_tile = true; };
bool is_tile; //true for tile (false for object)
static string_list_type level_subsets;
static bool le_level_changed; /* if changes, ask for saving, when quiting*/
static bool show_minimap;
-static int pos_x, cursor_x, cursor_y, fire;
+static bool show_selections;
+static bool le_help_shown;
+static int pos_x, pos_y, cursor_x, cursor_y;
static int le_level;
static World* le_world;
static LevelSubset* le_level_subset;
static Button* le_previous_level_bt;
static Button* le_move_right_bt;
static Button* le_move_left_bt;
+static Button* le_move_up_bt;
+static Button* le_move_down_bt;
static Button* le_rubber_bt;
static Button* le_select_mode_one_bt;
static Button* le_select_mode_two_bt;
static Button* le_settings_bt;
static Button* le_tilegroup_bt;
static Button* le_objects_bt;
+static Button* le_object_select_bt;
+static Button* le_object_properties_bt;
static ButtonPanel* le_tilemap_panel;
static Menu* leveleditor_menu;
static Menu* subset_load_menu;
static Menu* select_objects_menu;
static Timer select_tilegroup_menu_effect;
static Timer select_objects_menu_effect;
+static Timer display_level_info;
typedef std::map<std::string, ButtonPanel*> ButtonPanelMap;
static ButtonPanelMap tilegroups_map;
static ButtonPanelMap objects_map;
static std::string cur_tilegroup;
static std::string cur_objects;
+static MouseCursor* mouse_select_object;
+static MovingObject* selected_game_object;
static square selection;
-static int le_selection_mode;
+static SelectionMode le_selection_mode;
static SDL_Event event;
TileMapType active_tm;
{}
if(filename != NULL)
- if(le_load_level(filename))
+ if(le_load_level_subset(filename))
return 1;
while(true)
if(le_world != NULL)
{
/* making events results to be in order */
- if(pos_x < 0)
- pos_x = 0;
- if(pos_x > (le_world->get_level()->width * 32) - screen->w)
- pos_x = (le_world->get_level()->width * 32) - screen->w;
/* draw the level */
le_drawlevel();
switch (leveleditor_menu->check())
{
case MNID_RETURNLEVELEDITOR:
- Menu::set_current(0);
+ if(le_world != NULL)
+ Menu::set_current(0);
+ else
+ Menu::set_current(leveleditor_menu);
break;
case MNID_SUBSETSETTINGS:
update_subset_settings_menu();
default:
if(i >= 1)
{
- if(le_load_level(level_subsets.item[i-1]))
+ if(le_load_level_subset(level_subsets.item[i-1]))
return 1;
}
break;
LevelSubset::create(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input);
le_level_subset->load(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input);
leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
- delete le_world;
- le_world = new World(le_level_subset->name,1);
+ le_goto_level(1);
subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input("");
Menu::set_current(subset_settings_menu);
}
}
- mouse_cursor->draw();
+ MouseCursor::current()->draw();
if(done)
{
return done;
}
-int le_load_level(char *filename)
+int le_load_level_subset(char *filename)
{
le_level_subset->load(filename);
leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
le_level = 1;
- delete le_world;
- le_world = new World(filename,le_level);
-
+ le_goto_level(1);
+
//GameSession* session = new GameSession(datadir + "/levels/" + le_level_subset->name + "/level1.stl", 0, ST_GL_DEMO_GAME);
Menu::set_current(NULL);
void le_init_menus()
{
int i;
-
+
leveleditor_menu = new Menu();
subset_load_menu = new Menu();
subset_new_menu = new Menu();
level_settings_menu->additem(MN_STRINGSELECT,"Bg-Image",0,0,MNID_BGIMG);
level_settings_menu->additem(MN_STRINGSELECT,"Particle",0,0,MNID_PARTICLE);
level_settings_menu->additem(MN_NUMFIELD, "Length ",0,0,MNID_LENGTH);
+ level_settings_menu->additem(MN_NUMFIELD, "Height ",0,0,MNID_HEIGHT);
level_settings_menu->additem(MN_NUMFIELD, "Time ",0,0,MNID_TIME);
level_settings_menu->additem(MN_NUMFIELD, "Gravity ",0,0,MNID_GRAVITY);
level_settings_menu->additem(MN_NUMFIELD, "Bg-Img-Speed",0,0,MNID_BGSPEED);
- level_settings_menu->additem(MN_NUMFIELD, "Top Red ",0,0,MNID_TopRed);
- level_settings_menu->additem(MN_NUMFIELD, "Top Green ",0,0,MNID_TopGreen);
- level_settings_menu->additem(MN_NUMFIELD, "Top Blue ",0,0,MNID_TopBlue);
- level_settings_menu->additem(MN_NUMFIELD, "Bottom Red ",0,0,MNID_BottomRed);
+ level_settings_menu->additem(MN_NUMFIELD, "Top Red ",0,0,MNID_TopRed);
+ level_settings_menu->additem(MN_NUMFIELD, "Top Green ",0,0,MNID_TopGreen);
+ level_settings_menu->additem(MN_NUMFIELD, "Top Blue ",0,0,MNID_TopBlue);
+ level_settings_menu->additem(MN_NUMFIELD, "Bottom Red ",0,0,MNID_BottomRed);
level_settings_menu->additem(MN_NUMFIELD, "Bottom Green",0,0,MNID_BottomGreen);
- level_settings_menu->additem(MN_NUMFIELD, "Bottom Blue",0,0,MNID_BottomBlue);
+ level_settings_menu->additem(MN_NUMFIELD, "Bottom Blue ",0,0,MNID_BottomBlue);
level_settings_menu->additem(MN_HL,"",0,0);
level_settings_menu->additem(MN_ACTION,"Apply Changes",0,0,MNID_APPLY);
select_tilegroup_menu->arrange_left = true;
select_tilegroup_menu->additem(MN_LABEL,"Tilegroup",0,0);
select_tilegroup_menu->additem(MN_HL,"",0,0);
- select_tilegroup_menu->additem(MN_ACTION,"asd",0,0);
std::set<TileGroup>* tilegroups = TileManager::tilegroups();
int tileid = 1;
for(std::set<TileGroup>::iterator it = tilegroups->begin();
- it != tilegroups->end(); ++it )
- {
- select_tilegroup_menu->additem(MN_ACTION, it->name, 0, 0, tileid);
- tileid++;
- tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318);
- i = 0;
-
- for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
- sit != (*it).tiles.end(); ++sit, ++i)
+ it != tilegroups->end(); ++it )
{
- std::string imagefile = "/images/tilesets/" ;
- bool only_editor_image = false;
- if(!TileManager::instance()->get(*sit)->filenames.empty())
- {
- imagefile += TileManager::instance()->get(*sit)->filenames[0];
- }
- else if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
- {
- imagefile += TileManager::instance()->get(*sit)->editor_filenames[0];
- only_editor_image = true;
- }
- else
+ select_tilegroup_menu->additem(MN_ACTION, it->name, 0, 0, tileid);
+ tileid++;
+ tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318);
+ i = 0;
+
+ for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
+ sit != (*it).tiles.end(); ++sit, ++i)
{
- imagefile += "notile.png";
- }
- Button* button = new Button(imagefile, it->name, SDLKey(SDLK_a + i),
- 0, 0, 32, 32);
- if(!only_editor_image)
- if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
+ std::string imagefile = "/images/tilesets/" ;
+ bool only_editor_image = false;
+ if(!TileManager::instance()->get(*sit)->filenames.empty())
{
- imagefile = "/images/tilesets/" + TileManager::instance()->get(*sit)->editor_filenames[0];
- button->add_icon(imagefile,32,32);
+ imagefile += TileManager::instance()->get(*sit)->filenames[0];
}
- tilegroups_map[it->name]->additem(button, *sit);
+ else if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
+ {
+ imagefile += TileManager::instance()->get(*sit)->editor_filenames[0];
+ only_editor_image = true;
+ }
+ else
+ {
+ imagefile += "notile.png";
+ }
+ Button* button = new Button(imagefile, it->name, SDLKey(SDLK_a + i),
+ 0, 0, 32, 32);
+ if(!only_editor_image)
+ if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
+ {
+ imagefile = "/images/tilesets/" + TileManager::instance()->get(*sit)->editor_filenames[0];
+ button->add_icon(imagefile,32,32);
+ }
+ tilegroups_map[it->name]->additem(button, *sit);
+ }
}
- }
select_tilegroup_menu->additem(MN_HL,"",0,0);
select_objects_menu->arrange_left = true;
select_objects_menu->additem(MN_LABEL,"Objects",0,0);
select_objects_menu->additem(MN_HL,"",0,0);
+ // TODO fix this
select_objects_menu->additem(MN_ACTION,"BadGuys",0,0,1);
objects_map["BadGuys"] = new ButtonPanel(screen->w - 64,96, 64, 318);
+ DisplayManager dummy;
for(int i = 0; i < NUM_BadGuyKinds; ++i)
{
- BadGuy bad_tmp(0,0,BadGuyKind(i),false);
+ BadGuy bad_tmp(dummy, BadGuyKind(i), 0, 0);
objects_map["BadGuys"]->additem(new Button("", "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i);
- objects_map["BadGuys"]->manipulate_button(i)->set_game_object(new BadGuy(objects_map["BadGuys"]->manipulate_button(i)->get_pos().x,objects_map["BadGuys"]->manipulate_button(i)->get_pos().y,BadGuyKind(i),false));
+ objects_map["BadGuys"]->manipulate_button(i)->set_drawable(new
+ BadGuy(dummy,
+ BadGuyKind(i),
+ objects_map["BadGuys"]->manipulate_button(i)->get_pos().x,
+ objects_map["BadGuys"]->manipulate_button(i)->get_pos().y
+ ));
}
select_objects_menu->additem(MN_HL,"",0,0);
int le_init()
{
-
-
- level_subsets = dsubdirs("/levels", "info");
+ level_subsets = dsubdirs("/levels", "level1.stl");
le_level_subset = new LevelSubset;
le_world = NULL;
-
+ selected_game_object = NULL;
+
active_tm = TM_IA;
le_show_grid = true;
- scroll_x = 0;
+ show_selections = true;
- fire = DOWN;
done = 0;
le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
le_level_changed = false;
+ le_help_shown = false;
le_mouse_pressed[LEFT] = false;
le_mouse_pressed[RIGHT] = false;
select_tilegroup_menu_effect.init(false);
select_objects_menu_effect.init(false);
+ display_level_info.init(false);
/* Load buttons */
le_save_level_bt = new Button("/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32);
- le_exit_bt = new Button("/images/icons/exit.png","Exit", SDLK_F6,screen->w-32,32);
- le_next_level_bt = new Button("/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0);
- le_previous_level_bt = new Button("/images/icons/down.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
+ le_exit_bt = new Button("/images/icons/exit.png","Exit", SDLK_F10,screen->w-32,32);
+ le_next_level_bt = new Button("/images/icons/next.png","Next level", SDLK_PAGEUP,screen->w-64,0);
+ le_previous_level_bt = new Button("/images/icons/previous.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
le_rubber_bt = new Button("/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-32,48);
le_select_mode_one_bt = new Button ("/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,48);
le_select_mode_two_bt = new Button("/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-64,48);
le_test_level_bt = new Button("/images/icons/test-level.png","Test level",SDLK_F4,screen->w-64,screen->h - 64);
le_settings_bt = new Button("/images/icons/settings.png","Level settings",SDLK_F5,screen->w-32,screen->h - 64);
- le_move_left_bt = new Button("/images/icons/left.png","Move left",SDLK_LEFT,0,0);
+ le_move_left_bt = new Button("/images/icons/left.png","Move left",SDLK_LEFT,screen->w-80-16,0);
le_move_right_bt = new Button("/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
+ le_move_up_bt = new Button("/images/icons/up.png","Move up",SDLK_UP,screen->w-80,16);
+ le_move_down_bt = new Button("/images/icons/down.png","Move down",SDLK_DOWN,screen->w-80,32);
le_tilegroup_bt = new Button("/images/icons/tilegroup.png","Select Tilegroup", SDLK_F7,screen->w-64,64);
- le_objects_bt = new Button("/images/icons/objects.png","Select Objects", SDLK_F7,screen->w-64,80);
+ le_objects_bt = new Button("/images/icons/objects.png","Select Objects", SDLK_F8,screen->w-64,80);
+ le_object_select_bt = new Button("/images/icons/select-one.png","Select an Object", SDLK_s, screen->w - 64, screen->h-98);
+ le_object_properties_bt = new Button("/images/icons/properties.png","Edit object properties", SDLK_p, screen->w - 32, screen->h-98);
+ le_object_properties_bt->set_active(false);
+
+ mouse_select_object = new MouseCursor(datadir + "/images/status/select-cursor.png",1);
+ mouse_select_object->set_mid(16,16);
le_tilemap_panel = new ButtonPanel(screen->w-64,screen->h-32,32,32);
le_tilemap_panel->set_button_size(32,10);
le_tilemap_panel->additem(new Button("/images/icons/intact.png","Interactive",SDLK_i,0,0),TM_IA);
le_tilemap_panel->additem(new Button("/images/icons/frgrd.png","Foreground",SDLK_f,0,0),TM_FG);
le_tilemap_panel->highlight_last(true);
+ le_tilemap_panel->set_last_clicked(TM_IA);
le_current.Init();
sprintf(str,"%d",le_world->get_level()->width);
level_settings_menu->get_item_by_id(MNID_LENGTH).change_input(str);
+ sprintf(str,"%d",le_world->get_level()->height);
+ level_settings_menu->get_item_by_id(MNID_HEIGHT).change_input(str);
sprintf(str,"%d",le_world->get_level()->time_left);
level_settings_menu->get_item_by_id(MNID_TIME).change_input(str);
sprintf(str,"%2.0f",le_world->get_level()->gravity);
{
int i;
i = false;
+ le_level_changed = true;
le_world->get_level()->name = level_settings_menu->get_item_by_id(MNID_NAME).input;
le_world->get_level()->author = level_settings_menu->get_item_by_id(MNID_AUTHOR).input;
le_world->get_level()->song_title = string_list_active(level_settings_menu->get_item_by_id(MNID_SONG).list);
- le_world->get_level()->change_size(atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input));
+ le_world->get_level()->resize(
+ atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input),
+ atoi(level_settings_menu->get_item_by_id(MNID_HEIGHT).input));
le_world->get_level()->time_left = atoi(level_settings_menu->get_item_by_id(MNID_TIME).input);
le_world->get_level()->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input);
le_world->get_level()->bkgd_speed = atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input);
le_level_subset->title = subset_settings_menu->item[2].input;
le_level_subset->description = subset_settings_menu->item[3].input;
le_level_subset->save();
+ le_level_changed = false;
}
-void le_goto_level(int levelnb)
+void le_unload_level()
{
+ if(le_level_changed)
+ {
+ le_drawlevel();
+ le_drawinterface();
+ char str[1024];
+ sprintf(str,"Save changes to level %d of %s?",le_level,le_level_subset->name.c_str());
+ if(confirm_dialog(str))
+ {
+ le_world->get_level()->save(le_level_subset->name.c_str(), le_level,
+ le_world);
+ }
+ }
+
delete le_world;
+ le_level_changed = false;
+}
+
+void le_goto_level(int levelnb)
+{
+ le_unload_level();
le_world = new World(le_level_subset->name, levelnb);
+ display_level_info.start(2500);
+ le_level = levelnb;
}
void le_quit(void)
{
- /*if(level_changed == true)
- if(askforsaving() == CANCEL)
- return;*/ //FIXME
-
SDL_EnableKeyRepeat(0, 0); // disables key repeating
+ le_unload_level();
delete le_selection;
delete leveleditor_menu;
delete subset_load_menu;
delete le_previous_level_bt;
delete le_move_right_bt;
delete le_move_left_bt;
+ delete le_move_up_bt;
+ delete le_move_down_bt;
delete le_rubber_bt;
delete le_select_mode_one_bt;
delete le_select_mode_two_bt;
delete le_tilegroup_bt;
delete le_objects_bt;
delete le_tilemap_panel;
+ delete le_object_select_bt;
+ delete le_object_properties_bt;
+ delete mouse_select_object;
delete le_level_subset;
le_level_subset = 0;
mini_tile_width = 1;
int left_offset = (screen->w - 64 - le_world->get_level()->width*mini_tile_width) / 2;
- for (int y = 0; y < 15; ++y)
+ int mini_tile_height;
+ if(screen->h - 64 > le_world->get_level()->height * 4)
+ mini_tile_height = 4;
+ else if(screen->h - 64 > le_world->get_level()->height * 2)
+ mini_tile_height = 2;
+ else
+ mini_tile_height = 1;
+
+ Level* level = le_world->get_level();
+ for (int y = 0; y < le_world->get_level()->height; ++y)
for (int x = 0; x < le_world->get_level()->width; ++x)
{
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4, mini_tile_width , 4, le_world->get_level()->bg_tiles[y][x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
+ mini_tile_width , 4, level->bg_tiles[y * level->width + x]);
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4, mini_tile_width , 4, le_world->get_level()->ia_tiles[y][x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
+ mini_tile_width , 4, level->ia_tiles[y * level->width + x]);
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4, mini_tile_width , 4, le_world->get_level()->fg_tiles[y][x]);
+ Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
+ mini_tile_width , 4, level->fg_tiles[y + level->width + x]);
}
- fillrect(left_offset, 0, le_world->get_level()->width*mini_tile_width, 15*4, 200, 200, 200, 128);
+ fillrect(left_offset, 0, le_world->get_level()->width*mini_tile_width, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 128);
fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 19*mini_tile_width, 2, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 2, 15*4, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width + 19*mini_tile_width - 2, 0, 2, 15*4, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width, 15*4-2, 19*mini_tile_width, 2, 200, 200, 200, 200);
+ fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 2, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 200);
+ fillrect(left_offset + (pos_x/32)*mini_tile_width + 19*mini_tile_width - 2, 0, 2, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 200);
+ fillrect(left_offset + (pos_x/32)*mini_tile_width, le_world->get_level()->height*mini_tile_height-2, 19*mini_tile_width, 2, 200, 200, 200, 200);
}
/* draw a grid (if selected) */
if(le_show_grid)
{
- for(x = 0; x < 19; x++)
+ for(x = 0; x < VISIBLE_TILES_X; x++)
fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
- for(y = 0; y < 15; y++)
- fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
+ for(y = 0; y < VISIBLE_TILES_Y; y++)
+ fillrect(0, y*32 - ((int)pos_y % 32), screen->w, 1, 225, 225, 225,255);
}
}
- if(show_minimap && use_gl) // use_gl because the minimap isn't shown correctly in software mode. Any idea? FIXME Possible reasons: SDL_SoftStretch is a hack itsself || an alpha blitting issue SDL can't handle in software mode
+ if(show_minimap) // use_gl because the minimap isn't shown correctly in software mode. Any idea? FIXME Possible reasons: SDL_SoftStretch is a hack itsself || an alpha blitting issue SDL can't handle in software mode
le_drawminimap();
- if(le_selection_mode == CURSOR)
- if(le_current.IsTile())
- le_selection->draw( cursor_x - pos_x, cursor_y);
- else
- le_selection->draw( cursor_x, cursor_y);
- else if(le_selection_mode == SQUARE)
+ if(show_selections && MouseCursor::current() != mouse_select_object)
{
- int w, h;
- le_highlight_selection();
- /* draw current selection */
- w = selection.x2 - selection.x1;
- h = selection.y2 - selection.y1;
- fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
- fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
- fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
- fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
+ if(le_selection_mode == CURSOR)
+ {
+ if(le_current.IsTile())
+ le_selection->draw(cursor_x - pos_x, cursor_y - pos_y);
+ }
+ else if(le_selection_mode == SQUARE)
+ {
+ int w, h;
+ le_highlight_selection();
+ /* draw current selection */
+ w = selection.x2 - selection.x1;
+ h = selection.y2 - selection.y1;
+ fillrect(selection.x1 - pos_x, selection.y1 - pos_y, w, SELECT_W, SELECT_CLR);
+ fillrect(selection.x1 - pos_x + w, selection.y1 - pos_y, SELECT_W, h, SELECT_CLR);
+ fillrect(selection.x1 - pos_x, selection.y1 - pos_y + h, w, SELECT_W, SELECT_CLR);
+ fillrect(selection.x1 - pos_x, selection.y1 - pos_y, SELECT_W, h, SELECT_CLR);
+ }
}
if(le_current.IsTile())
{
- Tile::draw(19 * 32, 14 * 32, le_current.tile);
+ Tile::draw(screen->w - 32, screen->h - 32, le_current.tile);
if(TileManager::instance()->get(le_current.tile)->editor_images.size() > 0)
- TileManager::instance()->get(le_current.tile)->editor_images[0]->draw( 19 * 32, 14 * 32);
+ TileManager::instance()->get(le_current.tile)->editor_images[0]->draw( screen->w - 32, screen->h - 32);
}
- if(le_current.IsObject())
+#if 0 // XXX FIXME TODO: Do we have a new solution for draw_on_screen()?
+ if(le_current.IsObject() && MouseCursor::current() != mouse_select_object)
{
- le_current.obj->draw_on_screen(19 * 32, 14 * 32);
+ le_current.obj->draw_on_screen(screen->w - 32, screen->h - 32);
le_current.obj->draw_on_screen(cursor_x,cursor_y);
}
+#endif
+
+ if(mouse_select_object && selected_game_object != NULL)
+ {
+ fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,selected_game_object->base.width,3,255,0,0,255);
+ fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255);
+ fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y+selected_game_object->base.height,selected_game_object->base.width,3,255,0,0,255);
+ fillrect(selected_game_object->base.x-pos_x+selected_game_object->base.width,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255);
+ }
if(le_world != NULL)
{
le_settings_bt->draw();
le_move_right_bt->draw();
le_move_left_bt->draw();
+ le_move_up_bt->draw();
+ le_move_down_bt->draw();
le_tilegroup_bt->draw();
le_objects_bt->draw();
if(!cur_tilegroup.empty())
le_tilemap_panel->draw();
+ if(!cur_objects.empty())
+ {
+ le_object_select_bt->draw();
+ le_object_properties_bt->draw();
+ }
+
sprintf(str, "%d/%d", le_level,le_level_subset->levels);
- white_text->drawf(str, -10, 16, A_RIGHT, A_TOP, 0);
+ white_text->drawf(str, (le_level_subset->levels < 10) ? -10 : 0, 16, A_RIGHT, A_TOP, 0);
+
+ if(!le_help_shown)
+ white_small_text->draw("F1 for Help", 10, 430, 1);
- white_small_text->draw("F1 for Help", 10, 430, 1);
+ if(display_level_info.check())
+ white_text->drawf(le_world->get_level()->name.c_str(), 0, 0, A_HMIDDLE, A_TOP, 0);
}
else
{
void le_drawlevel()
{
- unsigned int y,x,s;
+ unsigned int y,x;
Uint8 a;
/* Draw the real background */
- if(le_world->get_level()->bkgd_image[0] != '\0')
- {
- s = (int)((float)pos_x * ((float)le_world->get_level()->bkgd_speed/60.)) % screen->w;
- le_world->get_level()->img_bkgd->draw_part(s,0,0,0,
- le_world->get_level()->img_bkgd->w - s - 32, le_world->get_level()->img_bkgd->h);
- le_world->get_level()->img_bkgd->draw_part(0,0,screen->w - s - 32 ,0,s,
- le_world->get_level()->img_bkgd->h);
- }
- else
- {
- drawgradient(le_world->get_level()->bkgd_top, le_world->get_level()->bkgd_bottom);
- }
+ le_world->background->draw(*le_world->camera, LAYER_BACKGROUND0);
if(le_current.IsTile())
{
- Tile::draw(cursor_x-pos_x, cursor_y,le_current.tile,128);
+ Tile::draw(cursor_x-pos_x, cursor_y-pos_y,le_current.tile,128);
if(!TileManager::instance()->get(le_current.tile)->images.empty())
- fillrect(cursor_x-pos_x,cursor_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);
+ fillrect(cursor_x-pos_x,cursor_y-pos_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);
}
+#if 0 // XXX FIXME TODO: Do we have a new solution for move_to()?
if(le_current.IsObject())
{
le_current.obj->move_to(cursor_x, cursor_y);
}
+#endif
/* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
- for (y = 0; y < 15; ++y)
- for (x = 0; x < 20; ++x)
+ Level* level = le_world->get_level();
+ for (y = 0; y < VISIBLE_TILES_Y && y < (unsigned)le_world->get_level()->height; ++y)
+ for (x = 0; x < (unsigned)VISIBLE_TILES_X - 2; ++x)
{
if(active_tm == TM_BG)
else
a = 128;
- Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_world->get_level()->bg_tiles[y][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
+ level->bg_tiles[ (y + (int)(pos_y / 32)) * level->width +
+ (x + (int)(pos_x / 32))],a);
if(active_tm == TM_IA)
a = 255;
else
a = 128;
- Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_world->get_level()->ia_tiles[y][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
+ level->ia_tiles[ (y + (int)(pos_y / 32)) * level->width +
+ (x + (int)(pos_x / 32))],a);
+
if(active_tm == TM_FG)
a = 255;
else
a = 128;
- Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_world->get_level()->fg_tiles[y][x + (int)(pos_x / 32)],a);
+ Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
+ level->fg_tiles[ (y + (int)(pos_y / 32)) * level->width +
+ (x + (int)(pos_x / 32))],a);
/* draw whats inside stuff when cursor is selecting those */
/* (draw them all the time - is this the right behaviour?) */
- if(!TileManager::instance()->get(le_world->get_level()->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images.empty())
- TileManager::instance()->get(le_world->get_level()->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32);
+ Tile* edit_image = TileManager::instance()->get(
+ level->ia_tiles
+ [ (y + (int)(pos_y / 32)) * level->width + (x + (int)(pos_x / 32))]);
+ if(edit_image && !edit_image->editor_images.empty())
+ edit_image->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32 - ((int)pos_y % 32));
}
/* Draw the Bad guys: */
- for (std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it)
+ for (std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it)
{
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
+ if(badguy == 0)
+ continue;
+
/* to support frames: img_bsod_left[(frame / 5) % 4] */
-
- scroll_x = pos_x;
- (*it)->draw();
+ Camera viewport;
+ viewport.set_translation(Vector(pos_x, pos_y));
+ badguy->draw(viewport, 0);
}
-
/* Draw the player: */
/* for now, the position is fixed at (100, 240) */
- largetux.walk_right->draw( 100 - pos_x, 240);
+ largetux.walk_right->draw( 100 - pos_x, 240 - pos_y);
}
void le_change_object_properties(GameObject *pobj)
{
-Menu* object_properties_menu = new Menu();
+ Surface* cap_screen = Surface::CaptureScreen();
+ Menu* object_properties_menu = new Menu();
+ bool loop = true;
- object_properties_menu->additem(MN_LABEL,pobj->type() + " Properties",0,0);
+ std::string type = typeid(pobj).name();
+ object_properties_menu->additem(MN_LABEL, type + " Properties",0,0);
object_properties_menu->additem(MN_HL,"",0,0);
- /*object_properties_menu->additem(MN_TEXTFIELD,"Title",0,0,MNID_SUBSETTITLE);
- object_properties_menu->additem(MN_TEXTFIELD,"Description",0,0,MNID_SUBSETDESCRIPTION);
- object_properties_menu->additem(MN_HL,"",0,0);
- object_properties_menu->additem(MN_ACTION,"Save Changes",0,0,MNID_SUBSETSAVECHANGES);*/
+
+ BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
+ if(pobj != 0)
+ {
+ object_properties_menu->additem(MN_STRINGSELECT,"Kind",0,0,1);
+ for(int i = 0; i < NUM_BadGuyKinds; ++i)
+ {
+ string_list_add_item(object_properties_menu->get_item_by_id(1).list,
+ badguykind_to_string(static_cast<BadGuyKind>(i)).c_str());
+ if(pbad->kind == i)
+ object_properties_menu->get_item_by_id(1).list->active_item = i;
+ }
+ object_properties_menu->additem(MN_TOGGLE,"StayOnPlatform",pbad->stay_on_platform,0,2);
+ }
+
object_properties_menu->additem(MN_HL,"",0,0);
- object_properties_menu->additem(MN_BACK,"Apply",0,0);
+ object_properties_menu->additem(MN_ACTION,"Ok",0,0,3);
+
+ Menu::set_current(object_properties_menu);
+
+ while(loop)
+ {
+ SDL_Event event;
+
+ while (SDL_PollEvent(&event))
+ {
+ object_properties_menu->event(event);
+ }
+
+ cap_screen->draw(0,0);
+
+ object_properties_menu->draw();
+ object_properties_menu->action();
+
+ switch (object_properties_menu->check())
+ {
+ case 3:
+ {
+ BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
+ if(pbad != 0) {
+ BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
+ pbad->kind = badguykind_from_string(string_list_active(object_properties_menu->get_item_by_id(1).list));
+ pbad->stay_on_platform = object_properties_menu->get_item_by_id(2).toggled;
+ }
+ loop = false;
+ break;
+ }
+ default:
+ break;
+ }
-delete object_properties_menu;
+ if(Menu::current() == NULL)
+ loop = false;
+
+ mouse_cursor->draw();
+ flipscreen();
+ SDL_Delay(25);
+ }
+
+ delete cap_screen;
+ Menu::set_current(0);
+ delete object_properties_menu;
}
if (Menu::current())
{
Menu::current()->event(event);
+ if(!le_world && !Menu::current())
+ Menu::set_current(leveleditor_menu);
}
else
{
{
case SDLK_ESCAPE:
Menu::set_current(leveleditor_menu);
- case SDLK_LEFT:
- if(fire == DOWN)
- cursor_x -= KEY_CURSOR_SPEED;
- else
- cursor_x -= KEY_CURSOR_FASTSPEED;
-
- if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
- pos_x = cursor_x - MOUSE_LEFT_MARGIN;
-
- break;
- case SDLK_RIGHT:
- if(fire == DOWN)
- cursor_x += KEY_CURSOR_SPEED;
- else
- cursor_x += KEY_CURSOR_FASTSPEED;
-
- if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
- pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
-
- break;
- case SDLK_UP:
- if(fire == DOWN)
- cursor_y -= KEY_CURSOR_SPEED;
- else
- cursor_y -= KEY_CURSOR_FASTSPEED;
-
- if(cursor_y < 0)
- cursor_y = 0;
- break;
- case SDLK_DOWN:
- if(fire == DOWN)
- cursor_y += KEY_CURSOR_SPEED;
- else
- cursor_y += KEY_CURSOR_FASTSPEED;
-
- if(cursor_y > screen->h-32)
- cursor_y = screen->h-32;
- break;
- case SDLK_LCTRL:
- fire =UP;
break;
case SDLK_F1:
- le_showhelp();
+ if(le_world != NULL)
+ le_showhelp();
break;
case SDLK_HOME:
cursor_x = 0;
break;
}
break;
- case SDL_KEYUP: /* key released */
- switch(event.key.keysym.sym)
- {
- case SDLK_LCTRL:
- fire = DOWN;
- break;
- default:
- break;
- }
- break;
case SDL_MOUSEBUTTONDOWN:
if(event.button.button == SDL_BUTTON_LEFT)
{
le_mouse_pressed[LEFT] = true;
selection.x1 = event.motion.x + pos_x;
- selection.y1 = event.motion.y;
+ selection.y1 = event.motion.y + pos_y;
selection.x2 = event.motion.x + pos_x;
- selection.y2 = event.motion.y;
+ selection.y2 = event.motion.y + pos_y;
}
else if(event.button.button == SDL_BUTTON_RIGHT)
{
if(le_current.IsTile())
{
cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int) y / 32) * 32;
+ cursor_y = ((int)(pos_y + y) / 32) * 32;
}
else
{
if(le_mouse_pressed[LEFT])
{
selection.x2 = x + pos_x;
- selection.y2 = y;
+ selection.y2 = y + pos_y;
}
if(le_mouse_pressed[RIGHT])
{
pos_x += -1 * event.motion.xrel;
+ pos_y += -1 * event.motion.yrel;
}
}
break;
- case SDL_QUIT: // window closed
- done = 1;
- break;
default:
break;
}
}
+ else if(event.type == SDL_QUIT) /* window closing */
+ {
+ done = 1;
+ }
}
if(le_world != NULL)
le_testlevel();
le_save_level_bt->event(event);
if(le_save_level_bt->get_state() == BUTTON_CLICKED)
- le_world->get_level()->save(le_level_subset->name.c_str(),le_level);
+ le_world->get_level()->save(le_level_subset->name.c_str(),le_level,
+ le_world);
le_exit_bt->event(event);
if(le_exit_bt->get_state() == BUTTON_CLICKED)
{
{
if(le_level < le_level_subset->levels)
{
- le_goto_level(++le_level);
+ le_goto_level(le_level+1);
}
else
{
if(confirm_dialog(str))
{
new_lev.init_defaults();
- new_lev.save(le_level_subset->name.c_str(),++le_level);
+ new_lev.save(le_level_subset->name.c_str(),le_level+1, le_world);
le_level_subset->levels = le_level;
le_goto_level(le_level);
}
if(le_previous_level_bt->get_state() == BUTTON_CLICKED)
{
if(le_level > 1)
- le_goto_level(--le_level);
+ le_goto_level(le_level -1);
}
le_rubber_bt->event(event);
if(le_rubber_bt->get_state() == BUTTON_CLICKED)
le_current.Tile(0);
+ if(!cur_objects.empty())
+ {
+ le_object_select_bt->event(event);
+ if(le_object_select_bt->get_state() == BUTTON_CLICKED)
+ {
+ MouseCursor::set_current(mouse_select_object);
+ }
+
+ le_object_properties_bt->event(event);
+ if(le_object_properties_bt->get_state() == BUTTON_CLICKED)
+ {
+ le_change_object_properties(selected_game_object);
+ }
+ }
+
+
if(le_selection_mode == SQUARE)
{
le_select_mode_one_bt->event(event);
{
if(pbutton->get_state() == BUTTON_CLICKED)
{
- le_current.Object(pbutton->get_game_object());
+#if 0 // TODO FIXME XXX: New solution for this?
+ le_current.Object(pbutton->get_drawable());
+#endif
}
}
}
if(le_objects_bt->get_state() == BUTTON_CLICKED)
{
Menu::set_current(0);
- }
+ }
}
}
{
if(le_mouse_pressed[LEFT])
{
- if(le_current.IsTile())
- le_change(cursor_x, cursor_y, active_tm, le_current.tile);
+ if(MouseCursor::current() != mouse_select_object)
+ {
+ if(le_current.IsTile())
+ le_change(cursor_x, cursor_y, active_tm, le_current.tile);
+ }
}
else if(le_mouse_clicked[LEFT])
{
- if(le_current.IsObject())
+ if(MouseCursor::current() == mouse_select_object)
+ {
+ bool object_got_hit = false;
+ base_type cursor_base;
+ if(le_current.IsTile())
+ {
+ cursor_base.x = cursor_x;
+ cursor_base.y = cursor_y;
+ }
+ else if(le_current.IsObject())
+ {
+ cursor_base.x = cursor_x + pos_x;
+ cursor_base.y = cursor_y + pos_y;
+ }
+ cursor_base.width = 32;
+ cursor_base.height = 32;
+
+ for(std::vector<GameObject*>::iterator it =
+ le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it) {
+ MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
+ if(!mobj)
+ continue;
+
+ if(rectcollision(cursor_base, mobj->base))
+ {
+ selected_game_object = mobj;
+ object_got_hit = true;
+ break;
+ }
+ }
+
+ if(!object_got_hit)
+ {
+ selected_game_object = NULL;
+ le_object_properties_bt->set_active(false);
+ }
+ else
+ le_object_properties_bt->set_active(true);
+
+ MouseCursor::set_current(mouse_cursor);
+
+ }
+ else
{
- std::string type = le_current.obj->type();
- if(type == "BadGuy")
+ // FIXME TODO
+ if(le_current.IsObject())
{
+ le_level_changed = true;
BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
- le_world->bad_guys.push_back(new BadGuy(cursor_x+scroll_x, cursor_y,pbadguy->kind,false));
- le_world->get_level()->badguy_data.push_back(le_world->bad_guys.back());
+ if(pbadguy)
+ {
+ Camera& camera = *le_world->camera;
+ DisplayManager dummy;
+
+ le_world->bad_guys.push_back(
+ new BadGuy(dummy, pbadguy->kind,
+ cursor_x + camera.get_translation().x,
+ cursor_y + camera.get_translation().y));
+ le_world->gameobjects.push_back(le_world->bad_guys.back());
+ }
}
+
}
+
le_mouse_clicked[LEFT] = false;
+
}
}
}
le_move_left_bt->event(event);
le_move_right_bt->event(event);
+ le_move_up_bt->event(event);
+ le_move_down_bt->event(event);
switch(le_move_left_bt->get_state())
{
case BUTTON_PRESSED:
- pos_x -= 192;
+ pos_x -= KEYBOARD_SPEED;
show_minimap = true;
break;
case BUTTON_HOVER:
- pos_x -= 32;
+ pos_x -= MOUSE_SPEED;
show_minimap = true;
break;
case BUTTON_CLICKED:
switch(le_move_right_bt->get_state())
{
case BUTTON_PRESSED:
- pos_x += 192;
+ pos_x += KEYBOARD_SPEED;
+ show_minimap = true;
+ break;
+ case BUTTON_HOVER:
+ pos_x += MOUSE_SPEED;
+ show_minimap = true;
+ break;
+ case BUTTON_CLICKED:
+ show_minimap = true;
+ break;
+ default:
+ break;
+ }
+
+ switch(le_move_up_bt->get_state())
+ {
+ case BUTTON_PRESSED:
+ pos_y -= KEYBOARD_SPEED;
show_minimap = true;
break;
case BUTTON_HOVER:
- pos_x += 32;
+ pos_y -= MOUSE_SPEED;
show_minimap = true;
break;
case BUTTON_CLICKED:
break;
}
+ switch(le_move_down_bt->get_state())
+ {
+ case BUTTON_PRESSED:
+ pos_y += KEYBOARD_SPEED;
+ show_minimap = true;
+ break;
+ case BUTTON_HOVER:
+ pos_y += MOUSE_SPEED;
+ show_minimap = true;
+ break;
+ case BUTTON_CLICKED:
+ show_minimap = true;
+ break;
+ default:
+ break;
+ }
+
+ /* checking if pos_x and pos_y is within the limits... */
+ if(pos_x > (le_world->get_level()->width * 32 + 32*2) - screen->w)
+ pos_x = (le_world->get_level()->width * 32 + 32*2) - screen->w;
+ if(pos_x < 0)
+ pos_x = 0;
+
+ if(pos_y > (le_world->get_level()->height * 32) - screen->h)
+ pos_y = (le_world->get_level()->height * 32) - screen->h;
+ if(pos_y < 0)
+ pos_y = 0;
+
}
}
y1 /= 32;
y2 /= 32;
- fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
+ fillrect(x1*32-pos_x, y1*32-pos_y,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
}
void le_change(float x, float y, int tm, unsigned int c)
{
int xx,yy;
int x1, x2, y1, y2;
- unsigned int i = 0;
- /* level_changed = true; */
+ le_level_changed = true;
switch(le_selection_mode)
{
cursor_base.height = 32;
/* if there is a bad guy over there, remove it */
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it, ++i)
- if(rectcollision(cursor_base,(*it)->base))
+ // XXX TODO
+ for(std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it) {
+ BadGuy* badguy = dynamic_cast<BadGuy*>((*it));
+ if (badguy)
{
- delete (*it);
- le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- break;
+ if(rectcollision(cursor_base, badguy->base))
+ {
+ delete (*it);
+ //le_world->bad_guys.erase(it);
+ le_world->gameobjects.erase(std::remove(le_world->gameobjects.begin(), le_world->gameobjects.end(), *it), le_world->gameobjects.end());
+ break;
+ }
}
+ }
break;
case SQUARE:
y2 /= 32;
/* if there is a bad guy over there, remove it */
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin();
- it != le_world->bad_guys.end(); /* will be at end of loop */)
+ // TODO FIXME
+ for(std::vector<GameObject*>::iterator it = le_world->gameobjects.begin();
+ it != le_world->gameobjects.end(); ++it /* will be at end of loop */)
{
- if((*it)->base.x/32 >= x1 && (*it)->base.x/32 <= x2
- && (*it)->base.y/32 >= y1 && (*it)->base.y/32 <= y2)
+ MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);
+ if (pmobject)
{
- delete (*it);
- it = le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- continue;
- }
- else
- {
- ++i;
- ++it;
+ if(pmobject->base.x/32 >= x1 && pmobject->base.x/32 <= x2
+ && pmobject->base.y/32 >= y1 && pmobject->base.y/32 <= y2)
+ {
+ delete (*it);
+ //it = le_world->gameobjects.erase(it);
+ le_world->gameobjects.erase(std::remove(le_world->gameobjects.begin(), le_world->gameobjects.end(), *it), le_world->gameobjects.end());
+ continue;
+ }
+ else
+ {
+ ++it;
+ }
}
}
void le_testlevel()
{
- le_world->get_level()->save("test", le_level);
+ //Make sure a time value is set when testing the level
+ if(le_world->get_level()->time_left == 0)
+ le_world->get_level()->time_left = 250;
+
+ le_world->get_level()->save("test", le_level, le_world);
GameSession session("test",le_level, ST_GL_TEST);
session.run();
music_manager->halt_music();
Menu::set_current(NULL);
- /*delete le_world.arrays_free();
- le_current_level->load_gfx();
- le_world.activate_bad_guys();*/
+ World::set_current(le_world);
}
void le_showhelp()
{
+ bool tmp_show_grid = le_show_grid;
+ SelectionMode temp_le_selection_mode = le_selection_mode;
+ le_selection_mode = NONE;
+ show_selections = true;
+ le_show_grid = false;
+ le_help_shown = true;
+
+ drawgradient(Color(0,0,0), Color(255,255,255));
+ le_drawinterface();
+
SDL_Event event;
unsigned int i, done_;
char *text[] = {
- " - This is SuperTux's built-in level editor -",
- "It has been designed to be light and easy to use from the start.",
- "",
- "When you first load the level editor you are given a menu where you",
- "can load level subsets, create a new level subset, edit the current",
- "subset's settings, or simply quit the editor. You can access this menu",
- "from the level editor at any time by pressing the escape key.",
+
+ " - Supertux level editor tutorial - ",
"",
- "To your right is your button bar. The center of this contains many",
- "tiles you can use to make your level. To select a tile, click on it",
- "with your left mouse button; your selection will be shown in the",
- "bottom right corner of the button box. Click anywhere on your level",
- "with the left mouse button to place that tile down. If you right click",
- "a tile in the button bar, you can find out what its keyboard shortcut",
- "is. The three buttons FGD, BGD and EMY let you pick from foreground,",
- "background, and enemy tiles. The eraser lets you remove tiles.",
- "The left and right arrow keys scroll back and forth through your level.",
- "The button with the wrench and screwdriver, lets you change the",
- "settings of your level, including how long it is or what music it will",
- "play. When you are ready to give your level a test, click on the little",
- "running Tux. If you like the changes you have made to your level,",
- "press the red save key to keep them.",
- "To change which level in your subset you are editing, press the white",
- "up and down arrow keys at the top of the button box.",
+ "To make your map, click the ",
+ "tilegroup button and choose a ",
+ "tilegroup.",
+ "Pick a tile and simply hold down ",
+ "the left mouse button over the map",
+ "to \"paint\" your selection over",
+ "the screen.",
"",
- "Have fun making levels! If you make some good ones, send them to us on",
- "the SuperTux mailing list!",
- "- SuperTux team"
+ "There are three layers for painting",
+ "tiles upon, Background layer,",
+ "the Interactive layer, and the",
+ "Foreground layer, which can be",
+ "toggled by the BkGrd, IntAct and",
+ "FrGrd buttons. The Foreground and",
+ "Background layers do not effect",
+ "Tux in the gameplay, but lie in",
+ "front of him or lie behind him in",
+ "his adventures.",
};
+ char *text2[] = {
+
+ " - Supertux level editor tutorial - ",
+ "",
+ "The tiles placed on",
+ "the Interactive layer are those",
+ "which actually effect Tux in the",
+ "game.",
+ "",
+ "Click the objects menu to put ",
+ "bad guys and other objects in the",
+ "game. Unlike placing tiles, you",
+ "cannot \"paint\" enemies. Click",
+ "them onto the screen one at a time.",
+ "",
+ "To change the settings of your",
+ "level, click the button with the",
+ "screwdriver and wrench. From here",
+ "you can change the background,",
+ "music, length of the level,",
+ "and more."
+ };
+
+ char *text3[] = {
+
+ " - Supertux level editor tutorial - ",
+ "",
+ "You may have more than one level.",
+ "Pressing the up and down buttons",
+ "above the button bar lets you",
+ "choose which one you are working on.",
+ "",
+ "If you would like to speed up your",
+ "level editing, a useful trick is",
+ "to learn the keyboard shortcuts.",
+ "They are easy to learn, just right-",
+ "click on the buttons.",
+ "",
+ "Have fun making levels! If you make",
+ "some good ones, send them to us on",
+ "the SuperTux mailing list!",
+ "- SuperTux team"
+ };
+
+
blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
for(i = 0; i < sizeof(text)/sizeof(char *); i++)
- white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1);
+ white_text->draw(text[i], 5, 80+(i*white_text->h), 1);
- gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf("Press Anything to Continue - Page 1/3", 0, 0, A_LEFT, A_BOTTOM, 1);
flipscreen();
done_ = wait_for_event(event);
SDL_Delay(50);
}
+
+ drawgradient(Color(0,0,0), Color(255,255,255));
+ le_drawinterface();
+
+
+ blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
+
+ for(i = 0; i < sizeof(text2)/sizeof(char *); i++)
+ white_text->draw(text2[i], 5, 80+(i*white_text->h), 1);
+
+ gold_text->drawf("Press Anything to Continue - Page 2/3", 0, 0, A_LEFT, A_BOTTOM, 1);
+
+ flipscreen();
+
+ done_ = 0;
+
+ while(done_ == 0)
+ {
+ done_ = wait_for_event(event);
+ SDL_Delay(50);
+ }
+
+ drawgradient(Color(0,0,0), Color(255,255,255));
+ le_drawinterface();
+
+
+ blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
+
+ for(i = 0; i < sizeof(text3)/sizeof(char *); i++)
+ white_text->draw(text3[i], 5, 80+(i*white_text->h), 1);
+
+ gold_text->drawf("Press Anything to Continue - Page 3/3", 0, 0, A_LEFT, A_BOTTOM, 1);
+
+ flipscreen();
+
+ done_ = 0;
+
+ while(done_ == 0)
+ {
+ done_ = wait_for_event(event);
+ SDL_Delay(50);
+ }
+
+ show_selections = true;
+ le_show_grid = tmp_show_grid;
+ le_selection_mode = temp_le_selection_mode;
+ le_help_shown = false;
}