static string_list_type level_subsets;
static bool le_level_changed; /* if changes, ask for saving, when quiting*/
static bool show_minimap;
+static bool le_help_shown;
static int pos_x, cursor_x, cursor_y, fire;
static int le_level;
static World* le_world;
switch (leveleditor_menu->check())
{
case MNID_RETURNLEVELEDITOR:
- if(le_world != NULL)
- Menu::set_current(0);
- else
- Menu::set_current(leveleditor_menu);
+ if(le_world != NULL)
+ Menu::set_current(0);
+ else
+ Menu::set_current(leveleditor_menu);
break;
case MNID_SUBSETSETTINGS:
update_subset_settings_menu();
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;
+ delete le_world;
le_world = new World(le_level_subset->name,1);
subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input("");
le_level = 1;
delete le_world;
le_world = new World(filename,le_level);
-
+
//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();
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 += 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
{
- imagefile = "/images/tilesets/" + TileManager::instance()->get(*sit)->editor_filenames[0];
- button->add_icon(imagefile,32,32);
+ imagefile += "notile.png";
}
- tilegroups_map[it->name]->additem(button, *sit);
+ 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;
{
- level_subsets = dsubdirs("/levels", "info");
+ level_subsets = dsubdirs("/levels", "level1.stl");
le_level_subset = new LevelSubset;
le_world = NULL;
-
+
active_tm = TM_IA;
le_show_grid = true;
scroll_x = 0;
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;
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();
}
}
- 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)
- {
- 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);
- }
+ }
+ 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, 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);
+ }
/* draw button bar */
le_tilemap_panel->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);
- white_small_text->draw("F1 for Help", 10, 430, 1);
+ if(!le_help_shown)
+ white_small_text->draw("F1 for Help", 10, 430, 1);
}
else
{
{
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->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);
+ le_world->get_level()->img_bkgd->h);
}
else
{
/* 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(le_world->get_level()->ia_tiles[y][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);
}
void le_change_object_properties(GameObject *pobj)
{
-Menu* object_properties_menu = new Menu();
+ Menu* object_properties_menu = new Menu();
object_properties_menu->additem(MN_LABEL,pobj->type() + " Properties",0,0);
object_properties_menu->additem(MN_HL,"",0,0);
object_properties_menu->additem(MN_HL,"",0,0);
object_properties_menu->additem(MN_BACK,"Apply",0,0);
-delete object_properties_menu;
+ 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);
+ break;
case SDLK_LEFT:
if(fire == DOWN)
cursor_x -= KEY_CURSOR_SPEED;
fire =UP;
break;
case SDLK_F1:
- if(le_world != NULL)
- le_showhelp();
+ if(le_world != NULL)
+ le_showhelp();
break;
case SDLK_HOME:
cursor_x = 0;
if(le_objects_bt->get_state() == BUTTON_CLICKED)
{
Menu::set_current(0);
- }
+ }
}
}
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))
{
- delete (*it);
+ delete (*it);
le_world->bad_guys.erase(it);
le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- break;
+ break;
}
break;
if((*it)->base.x/32 >= x1 && (*it)->base.x/32 <= x2
&& (*it)->base.y/32 >= y1 && (*it)->base.y/32 <= y2)
{
- delete (*it);
+ delete (*it);
it = le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
+ le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
continue;
}
else
{
- ++i;
+ ++i;
++it;
}
}
{
//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()->time_left = 250;
+
le_world->get_level()->save("test", le_level);
GameSession session("test",le_level, ST_GL_TEST);
void le_showhelp()
{
+ bool tmp_show_grid = le_show_grid;
+ 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[] = {
" - Supertux level editor tutorial - ",
- "",
- "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.",
- "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. 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.",
- "You may have more than one levelset. 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-",
- "Have fun making levels! If you make some good ones, send them to us on",
- "the SuperTux mailing list!",
- "- SuperTux team"
+ "",
+ "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.",
+ "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 - ",
- "",
- "To make your map, click the tilegroup button and choose a tilegroup."
- "APick a tile and simply hold down the left mouse button over the map",
- "Ato \"paint\" your selection over the screen.",
- "AThere 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. 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.",
- "You may have more than one levelset. 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-",
- "Have fun making levels! If you make some good ones, send them to us on",
- "the SuperTux mailing list!",
- "- SuperTux team"
- };
+ " - 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.",
+ "You may have more than one levelset.",
+ "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-",
+ "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_text->draw(text[i], 5, 80+(i*white_text->h), 1);
- gold_text->drawf("Press Any Key to Continue - Page 1/2", 0, 440, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf("Press Any Key to Continue - Page 1/2", 0, 0, A_LEFT, A_BOTTOM, 1);
flipscreen();
done_ = wait_for_event(event);
SDL_Delay(50);
}
-
- le_drawlevel();
+
+ 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 Any Key to Continue - Page 2/2", 0, 440, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf("Press Any Key to Continue - Page 2/2", 0, 0, A_LEFT, A_BOTTOM, 1);
flipscreen();
done_ = wait_for_event(event);
SDL_Delay(50);
}
+
+ le_show_grid = tmp_show_grid;
+ le_help_shown = false;
}