1075 lines
37 KiB
JavaScript
1075 lines
37 KiB
JavaScript
import { DIRECTIONS, TICS_PER_SECOND } from './defs.js';
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import { TILES_WITH_PROPS } from './editor-tile-overlays.js';
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import * as c2g from './format-c2g.js';
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import { PrimaryView, TransientOverlay, DialogOverlay } from './main-base.js';
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import CanvasRenderer from './renderer-canvas.js';
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import TILE_TYPES from './tiletypes.js';
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import { SVG_NS, mk, mk_svg, walk_grid } from './util.js';
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class EditorShareOverlay extends DialogOverlay {
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constructor(conductor, url) {
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super(conductor);
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this.set_title("give this to friends");
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this.main.append(mk('p', "Give this URL out to let others try your level:"));
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this.main.append(mk('p.editor-share-url', {}, url));
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let copy_button = mk('button', {type: 'button'}, "Copy to clipboard");
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copy_button.addEventListener('click', ev => {
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navigator.clipboard.writeText(url);
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// TODO feedback?
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});
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this.main.append(copy_button);
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let ok = mk('button', {type: 'button'}, "neato");
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ok.addEventListener('click', ev => {
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this.close();
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});
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this.footer.append(ok);
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}
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}
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// Stores and controls what the mouse is doing during a movement, mostly by dispatching to functions
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// defined for the individual tools
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const MOUSE_BUTTON_MASKS = [1, 4, 2]; // MouseEvent.button/buttons are ordered differently
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class MouseOperation {
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constructor(editor, ev, target = null) {
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this.editor = editor;
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this.target = target;
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this.button_mask = MOUSE_BUTTON_MASKS[ev.button];
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this.modifier = null; // or 'shift' or 'ctrl' (ctrl takes precedent)
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this._update_modifier(ev);
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// Client coordinates of the initial click
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this.mx0 = ev.clientX;
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this.my0 = ev.clientY;
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// Real cell coordinates (i.e. including fractional position within a cell) of the click
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[this.gx0f, this.gy0f] = this.editor.renderer.real_cell_coords_from_event(ev);
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// Cell coordinates
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this.gx0 = Math.floor(this.gx0f);
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this.gy0 = Math.floor(this.gy0f);
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// Same as above but for the previous mouse position
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this.mx1 = this.mx0;
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this.my1 = this.my0;
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this.gx1f = this.gx0f;
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this.gy1f = this.gy0f;
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this.gx1 = this.gx0;
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this.gy1 = this.gy0;
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this.start(ev);
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}
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cell(gx, gy) {
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return this.editor.cell(Math.floor(gx), Math.floor(gy));
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}
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do_mousemove(ev) {
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let [gxf, gyf] = this.editor.renderer.real_cell_coords_from_event(ev);
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let gx = Math.floor(gxf);
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let gy = Math.floor(gyf);
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this._update_modifier(ev);
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this.step(ev.clientX, ev.clientY, gxf, gyf, gx, gy);
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this.mx1 = ev.clientX;
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this.my1 = ev.clientY;
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this.gx1f = gxf;
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this.gy1f = gyf;
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this.gx1 = gx;
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this.gy1 = gy;
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}
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_update_modifier(ev) {
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if (ev.ctrlKey) {
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this.modifier = 'ctrl';
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}
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else if (ev.shiftKey) {
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this.modifier = 'shift';
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}
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else {
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this.modifier = null;
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}
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}
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do_commit() {
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this.commit();
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this.cleanup();
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}
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do_abort() {
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this.abort();
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this.cleanup();
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}
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*iter_touched_cells(gxf, gyf) {
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for (let pt of walk_grid(
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this.gx1f, this.gy1f, gxf, gyf,
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// Bound the grid walk to one cell beyond the edges of the level, so that dragging the
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// mouse in from outside the actual edges still works reliably
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-1, -1, this.editor.stored_level.size_x, this.editor.stored_level.size_y))
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{
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if (this.editor.is_in_bounds(...pt)) {
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yield pt;
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}
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}
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}
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// Implement these
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start() {}
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step(x, y) {}
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commit() {}
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abort() {}
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cleanup() {}
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}
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class PanOperation extends MouseOperation {
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step(mx, my) {
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let target = this.editor.viewport_el.parentNode;
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target.scrollLeft -= mx - this.mx1;
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target.scrollTop -= my - this.my1;
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}
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}
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class DrawOperation extends MouseOperation {
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}
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class PencilOperation extends DrawOperation {
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start() {
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this.handle_cell(this.gx0, this.gy0);
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}
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step(mx, my, gxf, gyf, gx, gy) {
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if (this.modifier === 'ctrl') {
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this.handle_cell(gx, gy);
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}
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else {
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for (let [x, y] of this.iter_touched_cells(gxf, gyf)) {
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this.handle_cell(x, y);
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}
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}
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}
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handle_cell(x, y) {
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if (this.modifier === 'ctrl') {
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let cell = this.cell(x, y);
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if (cell) {
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this.editor.select_palette(cell[cell.length - 1]);
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}
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}
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else if (this.modifier === 'shift') {
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// Aggressive mode: erase whatever's already in the cell
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let cell = this.cell(x, y);
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cell.length = 0;
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let type = this.editor.palette_selection.type;
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if (type.draw_layer !== 0) {
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cell.push({type: TILE_TYPES.floor});
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}
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let direction;
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if (type.is_actor) {
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direction = 'south';
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}
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cell.push({type, direction});
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}
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else {
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// Default operation: only erase whatever's on the same layer
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this.editor.place_in_cell(x, y, this.editor.palette_selection);
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}
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}
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}
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class ForceFloorOperation extends DrawOperation {
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start() {
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// Begin by placing an all-way force floor under the mouse
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this.editor.place_in_cell(x, y, 'force_floor_all');
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}
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step(mx, my, gxf, gyf) {
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// Walk the mouse movement and change each we touch to match the direction we
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// crossed the border
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// FIXME occasionally i draw a tetris S kinda shape and both middle parts point
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// the same direction, but shouldn't
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let i = 0;
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let prevx, prevy;
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for (let [x, y] of this.iter_touched_cells(gxf, gyf)) {
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i++;
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// The very first cell is the one the mouse was already in, and we don't
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// have a movement direction yet, so leave that alone
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if (i === 1) {
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prevx = x;
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prevy = y;
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continue;
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}
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let name;
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if (x === prevx) {
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if (y > prevy) {
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name = 'force_floor_s';
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}
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else {
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name = 'force_floor_n';
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}
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}
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else {
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if (x > prevx) {
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name = 'force_floor_e';
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}
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else {
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name = 'force_floor_w';
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}
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}
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// The second cell tells us the direction to use for the first, assuming it
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// had some kind of force floor
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if (i === 2) {
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let prevcell = this.editor.stored_level.cells[prevy][prevx];
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if (prevcell[0].type.name.startsWith('force_floor_')) {
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prevcell[0].type = TILE_TYPES[name];
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}
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}
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// Drawing a loop with force floors creates ice (but not in the previous
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// cell, obviously)
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let cell = this.editor.stored_level.cells[y][x];
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if (cell[0].type.name.startsWith('force_floor_') &&
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cell[0].type.name !== name)
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{
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name = 'ice';
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}
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this.editor.place_in_cell(x, y, name);
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prevx = x;
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prevy = y;
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}
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}
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}
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// TODO entered cell should get blank railroad?
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// TODO maybe place a straight track in the new cell so it looks like we're doing something, then
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// fix it if it wasn't there?
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class TrackOperation extends DrawOperation {
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start() {
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// Do nothing to start; we only lay track when the mouse leaves a cell
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this.entry_direction = null;
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}
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step(mx, my, gxf, gyf) {
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// Walk the mouse movement and, for every tile we LEAVE, add a railroad track matching the
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// two edges of it that we crossed.
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let prevx = null, prevy = null;
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for (let [x, y] of this.iter_touched_cells(gxf, gyf)) {
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if (prevx === null || prevy === null) {
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prevx = x;
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prevy = y;
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continue;
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}
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// Figure out which way we're leaving the tile
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let exit_direction;
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if (x === prevx) {
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if (y > prevy) {
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exit_direction = 'south';
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}
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else {
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exit_direction = 'north';
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}
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}
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else {
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if (x > prevx) {
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exit_direction = 'east';
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}
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else {
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exit_direction = 'west';
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}
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}
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// If the entry direction is missing or bogus, lay straight track
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if (this.entry_direction === null || this.entry_direction === exit_direction) {
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this.entry_direction = DIRECTIONS[exit_direction].opposite;
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}
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// Get the corresponding bit
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let bit = null;
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for (let [i, track] of TILE_TYPES['railroad']._track_order.entries()) {
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if ((track[0] === this.entry_direction && track[1] === exit_direction) ||
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(track[1] === this.entry_direction && track[0] === exit_direction))
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{
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bit = 1 << i;
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break;
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}
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}
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if (bit === null)
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continue;
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// Update the cell we just left
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let cell = this.cell(prevx, prevy);
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let terrain = cell[0];
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if (terrain.type.name === 'railroad') {
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terrain.railroad_bits |= bit;
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}
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else {
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terrain = { type: TILE_TYPES['railroad'], railroad_bits: bit };
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this.editor.place_in_cell(prevx, prevy, terrain);
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}
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prevx = x;
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prevy = y;
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this.entry_direction = DIRECTIONS[exit_direction].opposite;
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}
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}
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}
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// Tiles the "adjust" tool will turn into each other
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const ADJUST_TOGGLES_CW = {};
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const ADJUST_TOGGLES_CCW = {};
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{
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for (let cycle of [
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['chip', 'chip_extra'],
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// TODO shouldn't this convert regular walls into regular floors then?
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['floor_custom_green', 'wall_custom_green'],
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['floor_custom_pink', 'wall_custom_pink'],
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['floor_custom_yellow', 'wall_custom_yellow'],
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['floor_custom_blue', 'wall_custom_blue'],
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['fake_floor', 'fake_wall'],
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['popdown_floor', 'popdown_wall'],
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['wall_invisible', 'wall_appearing'],
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['green_floor', 'green_wall'],
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['green_bomb', 'green_chip'],
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['purple_floor', 'purple_wall'],
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['thief_keys', 'thief_tools'],
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['swivel_nw', 'swivel_ne', 'swivel_se', 'swivel_sw'],
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['ice_nw', 'ice_ne', 'ice_se', 'ice_sw'],
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['ff_north', 'ff_east', 'ff_south', 'ff_west'],
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['ice', 'ff_all'],
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['water', 'turtle'],
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['no_player1_sign', 'no_player2_sign'],
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['flame_jet_off', 'flame_jet_on'],
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])
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{
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for (let [i, tile] of cycle.entries()) {
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let other = cycle[(i + 1) % cycle.length];
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ADJUST_TOGGLES_CW[tile] = other;
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ADJUST_TOGGLES_CCW[other] = tile;
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}
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}
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}
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class AdjustOperation extends MouseOperation {
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start() {
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let cell = this.cell(this.gx1, this.gy1);
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if (this.modifier === 'ctrl') {
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for (let tile of cell) {
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if (TILES_WITH_PROPS[tile.type.name] !== undefined) {
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// TODO use the tile's bbox, not the mouse position
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this.editor.open_tile_prop_overlay(tile, this.mx0, this.my0);
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break;
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}
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}
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return;
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}
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for (let tile of cell) {
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// Rotate railroads, which are a bit complicated
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if (tile.type.name === 'railroad') {
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let new_bits = 0;
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for (let [i, new_bit] of [1, 2, 3, 0, 5, 4].entries()) {
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if (tile.railroad_bits & (1 << i)) {
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new_bits |= (1 << new_bit);
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}
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}
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if (tile.railroad_bits & 0x40) {
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new_bits |= 0x40;
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}
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// TODO high byte also
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tile.railroad_bits = new_bits;
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}
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// TODO also directional blocks
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// Toggle tiles that go in obvious pairs
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let other = ADJUST_TOGGLES_CW[tile.type.name];
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if (other) {
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tile.type = TILE_TYPES[other];
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continue;
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}
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// Rotate actors
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if (TILE_TYPES[tile.type.name].is_actor) {
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tile.direction = DIRECTIONS[tile.direction ?? 'south'].right;
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}
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}
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}
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// Adjust tool doesn't support dragging
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// TODO should it?
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// TODO if it does then it should end as soon as you spawn a popup
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}
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// FIXME currently allows creating outside the map bounds and moving beyond the right/bottom, sigh
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class CameraOperation extends MouseOperation {
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start(ev) {
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this.offset_x = 0;
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this.offset_y = 0;
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this.resize_x = 0;
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this.resize_y = 0;
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let cursor;
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this.target = ev.target.closest('.overlay-camera');
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if (! this.target) {
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// Clicking in empty space creates a new camera region
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this.mode = 'create';
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cursor = 'move';
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this.region = new DOMRect(this.gx0, this.gy0, 1, 1);
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this.target = mk_svg('rect.overlay-camera', {
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x: this.gx0, y: this.gy1, width: 1, height: 1,
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'data-region-index': this.editor.stored_level.camera_regions.length,
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});
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this.editor.connections_g.append(this.target);
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}
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else {
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this.region = this.editor.stored_level.camera_regions[parseInt(this.target.getAttribute('data-region-index'), 10)];
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// If we're grabbing an edge, resize it
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let rect = this.target.getBoundingClientRect();
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let grab_left = (this.mx0 < rect.left + 16);
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let grab_right = (this.mx0 > rect.right - 16);
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let grab_top = (this.my0 < rect.top + 16);
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let grab_bottom = (this.my0 > rect.bottom - 16);
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if (grab_left || grab_right || grab_top || grab_bottom) {
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this.mode = 'resize';
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if (grab_left) {
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this.resize_edge_x = -1;
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}
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else if (grab_right) {
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||
this.resize_edge_x = 1;
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}
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else {
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this.resize_edge_x = 0;
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}
|
||
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if (grab_top) {
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this.resize_edge_y = -1;
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||
}
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else if (grab_bottom) {
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this.resize_edge_y = 1;
|
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}
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else {
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this.resize_edge_y = 0;
|
||
}
|
||
|
||
if ((grab_top && grab_left) || (grab_bottom && grab_right)) {
|
||
cursor = 'nwse-resize';
|
||
}
|
||
else if ((grab_top && grab_right) || (grab_bottom && grab_left)) {
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||
cursor = 'nesw-resize';
|
||
}
|
||
else if (grab_top || grab_bottom) {
|
||
cursor = 'ns-resize';
|
||
}
|
||
else {
|
||
cursor = 'ew-resize';
|
||
}
|
||
}
|
||
else {
|
||
this.mode = 'move';
|
||
cursor = 'move';
|
||
}
|
||
}
|
||
|
||
this.editor.viewport_el.style.cursor = cursor;
|
||
|
||
// Create a text element to show the size while editing
|
||
this.size_text = mk_svg('text.overlay-edit-tip', {
|
||
// Center it within the rectangle probably (x and y are set in _update_size_text)
|
||
'text-anchor': 'middle', 'dominant-baseline': 'middle',
|
||
});
|
||
this._update_size_text();
|
||
this.editor.svg_overlay.append(this.size_text);
|
||
}
|
||
_update_size_text() {
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||
this.size_text.setAttribute('x', this.region.x + this.offset_x + (this.region.width + this.resize_x) / 2);
|
||
this.size_text.setAttribute('y', this.region.y + this.offset_y + (this.region.height + this.resize_y) / 2);
|
||
this.size_text.textContent = `${this.region.width + this.resize_x} × ${this.region.height + this.resize_y}`;
|
||
}
|
||
step(mx, my, gxf, gyf, gx, gy) {
|
||
// FIXME not right if we zoom, should use gxf
|
||
let dx = Math.floor((mx - this.mx0) / this.editor.conductor.tileset.size_x + 0.5);
|
||
let dy = Math.floor((my - this.my0) / this.editor.conductor.tileset.size_y + 0.5);
|
||
|
||
let stored_level = this.editor.stored_level;
|
||
if (this.mode === 'create') {
|
||
// Just make the new region span between the original click and the new position
|
||
this.region.x = Math.min(gx, this.gx0);
|
||
this.region.y = Math.min(gy, this.gy0);
|
||
this.region.width = Math.max(gx, this.gx0) + 1 - this.region.x;
|
||
this.region.height = Math.max(gy, this.gy0) + 1 - this.region.y;
|
||
}
|
||
else if (this.mode === 'move') {
|
||
// Keep it within the map!
|
||
this.offset_x = Math.max(- this.region.x, Math.min(stored_level.size_x - this.region.width, dx));
|
||
this.offset_y = Math.max(- this.region.y, Math.min(stored_level.size_y - this.region.height, dy));
|
||
}
|
||
else {
|
||
// Resize, based on the edge we originally grabbed
|
||
if (this.resize_edge_x < 0) {
|
||
// Left
|
||
dx = Math.max(-this.region.x, Math.min(this.region.width - 1, dx));
|
||
this.resize_x = -dx;
|
||
this.offset_x = dx;
|
||
}
|
||
else if (this.resize_edge_x > 0) {
|
||
// Right
|
||
dx = Math.max(-(this.region.width - 1), Math.min(stored_level.size_x - this.region.right, dx));
|
||
this.resize_x = dx;
|
||
this.offset_x = 0;
|
||
}
|
||
|
||
if (this.resize_edge_y < 0) {
|
||
// Top
|
||
dy = Math.max(-this.region.y, Math.min(this.region.height - 1, dy));
|
||
this.resize_y = -dy;
|
||
this.offset_y = dy;
|
||
}
|
||
else if (this.resize_edge_y > 0) {
|
||
// Bottom
|
||
dy = Math.max(-(this.region.height - 1), Math.min(stored_level.size_y - this.region.bottom, dy));
|
||
this.resize_y = dy;
|
||
this.offset_y = 0;
|
||
}
|
||
}
|
||
|
||
this.target.setAttribute('x', this.region.x + this.offset_x);
|
||
this.target.setAttribute('y', this.region.y + this.offset_y);
|
||
this.target.setAttribute('width', this.region.width + this.resize_x);
|
||
this.target.setAttribute('height', this.region.height + this.resize_y);
|
||
this._update_size_text();
|
||
}
|
||
commit() {
|
||
if (this.mode === 'create') {
|
||
// Region is already updated, just add it to the level
|
||
this.editor.stored_level.camera_regions.push(this.region);
|
||
}
|
||
else {
|
||
// Actually edit the underlying region
|
||
this.region.x += this.offset_x;
|
||
this.region.y += this.offset_y;
|
||
this.region.width += this.resize_x;
|
||
this.region.height += this.resize_y;
|
||
}
|
||
}
|
||
abort() {
|
||
if (this.mode === 'create') {
|
||
// The element was fake, so delete it
|
||
this.target.remove();
|
||
}
|
||
else {
|
||
// Move the element back to its original location
|
||
this.target.setAttribute('x', this.region.x);
|
||
this.target.setAttribute('y', this.region.y);
|
||
this.target.setAttribute('width', this.region.width);
|
||
this.target.setAttribute('height', this.region.height);
|
||
}
|
||
}
|
||
cleanup() {
|
||
this.editor.viewport_el.style.cursor = '';
|
||
this.size_text.remove();
|
||
}
|
||
}
|
||
|
||
class CameraEraseOperation extends MouseOperation {
|
||
start(ev) {
|
||
let target = ev.target.closest('.overlay-camera');
|
||
if (target) {
|
||
let index = parseInt(target.getAttribute('data-region-index'), 10);
|
||
target.remove();
|
||
this.editor.stored_level.camera_regions.splice(index, 1);
|
||
}
|
||
}
|
||
}
|
||
|
||
const EDITOR_TOOLS = {
|
||
pencil: {
|
||
icon: 'icons/tool-pencil.png',
|
||
name: "Pencil",
|
||
desc: "Place, erase, and select tiles.\nLeft click: draw\nRight click: erase\nShift: Replace all layers\nCtrl-click: eyedrop",
|
||
op1: PencilOperation,
|
||
//op2: EraseOperation,
|
||
//hover: show current selection under cursor
|
||
},
|
||
line: {
|
||
// TODO not implemented
|
||
icon: 'icons/tool-line.png',
|
||
name: "Line",
|
||
desc: "Draw straight lines",
|
||
},
|
||
box: {
|
||
// TODO not implemented
|
||
icon: 'icons/tool-box.png',
|
||
name: "Box",
|
||
desc: "Fill a rectangular area with tiles",
|
||
},
|
||
fill: {
|
||
// TODO not implemented
|
||
icon: 'icons/tool-fill.png',
|
||
name: "Fill",
|
||
desc: "Flood-fill an area with tiles",
|
||
},
|
||
'force-floors': {
|
||
icon: 'icons/tool-force-floors.png',
|
||
name: "Force floors",
|
||
desc: "Draw force floors following the cursor.",
|
||
op1: ForceFloorOperation,
|
||
},
|
||
tracks: {
|
||
icon: 'icons/tool-tracks.png',
|
||
name: "Tracks",
|
||
desc: "Draw tracks following the cursor.\nLeft click: Lay tracks\nRight click: Erase tracks\nCtrl-click: Toggle track switch",
|
||
op1: TrackOperation,
|
||
op2: TrackOperation,
|
||
},
|
||
adjust: {
|
||
icon: 'icons/tool-adjust.png',
|
||
name: "Adjust",
|
||
desc: "Edit existing tiles.\nLeft click: rotate actor or toggle terrain\nRight click: rotate or toggle in reverse\nShift: always target terrain\nCtrl-click: edit properties of complex tiles\n(wires, railroads, hints, etc.)",
|
||
op1: AdjustOperation,
|
||
},
|
||
connect: {
|
||
// TODO not implemented
|
||
icon: 'icons/tool-connect.png',
|
||
name: "Connect",
|
||
desc: "Set up CC1 clone and trap connections",
|
||
},
|
||
wire: {
|
||
// TODO not implemented
|
||
icon: 'icons/tool-wire.png',
|
||
name: "Wire",
|
||
desc: "Draw CC2 wiring",
|
||
},
|
||
camera: {
|
||
icon: 'icons/tool-camera.png',
|
||
name: "Camera",
|
||
desc: "Draw and edit custom camera regions",
|
||
help: "Draw and edit camera regions.\n(LL only. When the player is within a camera region,\nthe camera stays locked inside it.)\nLeft click: create or edit a region\nRight click: erase a region",
|
||
op1: CameraOperation,
|
||
op2: CameraEraseOperation,
|
||
},
|
||
// TODO text tool; thin walls tool; ice tool; map generator?; subtools for select tool (copy, paste, crop)
|
||
// TODO interesting option: rotate an actor as you draw it by dragging? or hold a key like in
|
||
// slade when you have some selected?
|
||
// TODO ah, railroads...
|
||
};
|
||
const EDITOR_TOOL_ORDER = ['pencil', 'adjust', 'force-floors', 'tracks', 'camera'];
|
||
|
||
// TODO this MUST use a LL tileset!
|
||
const EDITOR_PALETTE = [{
|
||
title: "Basics",
|
||
tiles: [
|
||
'player',
|
||
'chip', 'chip_extra',
|
||
'floor', 'wall', 'hint', 'socket', 'exit',
|
||
],
|
||
}, {
|
||
title: "Terrain",
|
||
tiles: [
|
||
'popwall',
|
||
'fake_floor', 'fake_wall',
|
||
'wall_invisible', 'wall_appearing',
|
||
'gravel',
|
||
'dirt',
|
||
'dirt',
|
||
|
||
'floor_custom_green', 'floor_custom_pink', 'floor_custom_yellow', 'floor_custom_blue',
|
||
'wall_custom_green', 'wall_custom_pink', 'wall_custom_yellow', 'wall_custom_blue',
|
||
|
||
'door_blue', 'door_red', 'door_yellow', 'door_green',
|
||
'water', 'turtle', 'fire',
|
||
'ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se',
|
||
'force_floor_n', 'force_floor_s', 'force_floor_w', 'force_floor_e', 'force_floor_all',
|
||
],
|
||
}, {
|
||
title: "Items",
|
||
tiles: [
|
||
'key_blue', 'key_red', 'key_yellow', 'key_green',
|
||
'flippers', 'fire_boots', 'cleats', 'suction_boots',
|
||
'bribe', 'railroad_sign', 'hiking_boots', 'speed_boots',
|
||
'xray_eye', 'helmet', 'foil', 'lightning_bolt',
|
||
'bowling_ball', 'dynamite', 'no_sign', 'bestowal_bow',
|
||
],
|
||
}, {
|
||
title: "Creatures",
|
||
tiles: [
|
||
'tank_blue',
|
||
'ball',
|
||
'fireball',
|
||
'glider',
|
||
'bug',
|
||
'paramecium',
|
||
'walker',
|
||
'teeth',
|
||
'blob',
|
||
],
|
||
}, {
|
||
title: "Mechanisms",
|
||
tiles: [
|
||
'bomb',
|
||
'dirt_block',
|
||
'ice_block',
|
||
'button_gray',
|
||
'button_green',
|
||
'green_floor',
|
||
'green_wall',
|
||
'green_chip',
|
||
'green_bomb',
|
||
'button_blue',
|
||
'button_red', 'cloner',
|
||
'button_brown', 'trap',
|
||
'button_orange', 'flame_jet_off', 'flame_jet_on',
|
||
'teleport_blue',
|
||
'teleport_red',
|
||
'teleport_green',
|
||
'teleport_yellow',
|
||
],
|
||
}];
|
||
|
||
|
||
export class Editor extends PrimaryView {
|
||
constructor(conductor) {
|
||
super(conductor, document.body.querySelector('main#editor'));
|
||
|
||
this.viewport_el = this.root.querySelector('.editor-canvas .-container');
|
||
|
||
// FIXME don't hardcode size here, convey this to renderer some other way
|
||
this.renderer = new CanvasRenderer(this.conductor.tileset, 32);
|
||
|
||
// FIXME need this in load_level which is called even if we haven't been setup yet
|
||
this.connections_g = mk_svg('g');
|
||
// This SVG draws vectors on top of the editor, like monster paths and button connections
|
||
this.svg_overlay = mk_svg('svg.level-editor-overlay', {viewBox: '0 0 32 32'}, this.connections_g);
|
||
this.viewport_el.append(this.renderer.canvas, this.svg_overlay);
|
||
}
|
||
|
||
setup() {
|
||
// Level canvas and mouse handling
|
||
this.mouse_op = null;
|
||
this.viewport_el.addEventListener('mousedown', ev => {
|
||
this.cancel_mouse_operation();
|
||
|
||
if (ev.button === 0) {
|
||
// Left button: activate tool
|
||
let op_type = EDITOR_TOOLS[this.current_tool].op1;
|
||
if (! op_type)
|
||
return;
|
||
|
||
this.mouse_op = new op_type(this, ev);
|
||
ev.preventDefault();
|
||
ev.stopPropagation();
|
||
|
||
this.renderer.draw();
|
||
}
|
||
else if (ev.button === 1) {
|
||
// Middle button: always pan
|
||
this.mouse_op = new PanOperation(this, ev);
|
||
|
||
ev.preventDefault();
|
||
ev.stopPropagation();
|
||
}
|
||
else if (ev.button === 2) {
|
||
// Right button: activate tool's alt mode
|
||
let op_type = EDITOR_TOOLS[this.current_tool].op2;
|
||
if (! op_type)
|
||
return;
|
||
|
||
this.mouse_op = new op_type(this, ev);
|
||
ev.preventDefault();
|
||
ev.stopPropagation();
|
||
|
||
this.renderer.draw();
|
||
}
|
||
});
|
||
// Once the mouse is down, we should accept mouse movement anywhere
|
||
window.addEventListener('mousemove', ev => {
|
||
if (! this.active)
|
||
return;
|
||
if (! this.mouse_op)
|
||
return;
|
||
if ((ev.buttons & this.mouse_op.button_mask) === 0) {
|
||
this.cancel_mouse_operation();
|
||
return;
|
||
}
|
||
|
||
this.mouse_op.do_mousemove(ev);
|
||
|
||
this.renderer.draw();
|
||
});
|
||
// TODO should this happen for a mouseup anywhere?
|
||
this.viewport_el.addEventListener('mouseup', ev => {
|
||
if (this.mouse_op) {
|
||
this.mouse_op.do_commit();
|
||
this.mouse_op = null;
|
||
ev.stopPropagation();
|
||
ev.preventDefault();
|
||
}
|
||
});
|
||
// Disable context menu, which interferes with right-click tools
|
||
this.viewport_el.addEventListener('contextmenu', ev => {
|
||
ev.preventDefault();
|
||
});
|
||
window.addEventListener('blur', ev => {
|
||
this.cancel_mouse_operation();
|
||
});
|
||
|
||
// Toolbar buttons
|
||
this.root.querySelector('#editor-share-url').addEventListener('click', ev => {
|
||
let buf = c2g.synthesize_level(this.stored_level);
|
||
// FIXME Not ideal, but btoa() wants a string rather than any of the myriad binary types
|
||
let stringy_buf = Array.from(new Uint8Array(buf)).map(n => String.fromCharCode(n)).join('');
|
||
// Make URL-safe and strip trailing padding
|
||
let data = btoa(stringy_buf).replace(/[+]/g, '-').replace(/[/]/g, '_').replace(/=+$/, '');
|
||
let url = new URL(location);
|
||
url.searchParams.delete('level');
|
||
url.searchParams.delete('setpath');
|
||
url.searchParams.append('level', data);
|
||
new EditorShareOverlay(this.conductor, url.toString()).open();
|
||
});
|
||
|
||
// Toolbox
|
||
// Selected tile
|
||
this.selected_tile_el = this.root.querySelector('.controls #editor-tile');
|
||
this.selected_tile_el.addEventListener('click', ev => {
|
||
if (this.palette_selection && TILES_WITH_PROPS[this.palette_selection.type.name]) {
|
||
// FIXME use tile bounds
|
||
// FIXME redraw the tile after editing
|
||
this.open_tile_prop_overlay(this.palette_selection, ev.clientX, ev.clientY);
|
||
}
|
||
});
|
||
// Tools themselves
|
||
let toolbox = mk('div.icon-button-set', {id: 'editor-toolbar'});
|
||
this.root.querySelector('.controls').append(toolbox);
|
||
this.tool_button_els = {};
|
||
for (let toolname of EDITOR_TOOL_ORDER) {
|
||
let tooldef = EDITOR_TOOLS[toolname];
|
||
let button = mk(
|
||
'button', {
|
||
type: 'button',
|
||
'data-tool': toolname,
|
||
},
|
||
mk('img', {
|
||
src: tooldef.icon,
|
||
alt: tooldef.name,
|
||
}),
|
||
mk('div.-help', mk('h3', tooldef.name), tooldef.desc),
|
||
);
|
||
this.tool_button_els[toolname] = button;
|
||
toolbox.append(button);
|
||
}
|
||
this.current_tool = 'pencil';
|
||
this.tool_button_els['pencil'].classList.add('-selected');
|
||
toolbox.addEventListener('click', ev => {
|
||
let button = ev.target.closest('.icon-button-set button');
|
||
if (! button)
|
||
return;
|
||
|
||
this.select_tool(button.getAttribute('data-tool'));
|
||
});
|
||
|
||
// Tile palette
|
||
let palette_el = this.root.querySelector('.palette');
|
||
this.palette = {}; // name => element
|
||
for (let sectiondef of EDITOR_PALETTE) {
|
||
let section_el = mk('section');
|
||
palette_el.append(mk('h2', sectiondef.title), section_el);
|
||
for (let name of sectiondef.tiles) {
|
||
let entry = this.renderer.create_tile_type_canvas(name);
|
||
entry.setAttribute('data-tile-name', name);
|
||
entry.classList = 'palette-entry';
|
||
this.palette[name] = entry;
|
||
section_el.append(entry);
|
||
}
|
||
}
|
||
palette_el.addEventListener('click', ev => {
|
||
let entry = ev.target.closest('canvas.palette-entry');
|
||
if (! entry)
|
||
return;
|
||
|
||
this.select_palette(entry.getAttribute('data-tile-name'));
|
||
});
|
||
this.palette_selection = null;
|
||
this.select_palette('floor');
|
||
}
|
||
|
||
activate() {
|
||
super.activate();
|
||
this.renderer.draw();
|
||
}
|
||
|
||
load_game(stored_game) {
|
||
}
|
||
|
||
load_level(stored_level) {
|
||
// TODO support a game too i guess
|
||
this.stored_level = stored_level;
|
||
this.update_viewport_size();
|
||
|
||
// XXX need this for renderer compat. but i guess it's nice in general idk
|
||
this.stored_level.cells = [];
|
||
let row;
|
||
for (let [i, cell] of this.stored_level.linear_cells.entries()) {
|
||
if (i % this.stored_level.size_x === 0) {
|
||
row = [];
|
||
this.stored_level.cells.push(row);
|
||
}
|
||
row.push(cell);
|
||
}
|
||
|
||
// Load connections
|
||
this.connections_g.textContent = '';
|
||
for (let [src, dest] of Object.entries(this.stored_level.custom_trap_wiring)) {
|
||
let [sx, sy] = this.stored_level.scalar_to_coords(src);
|
||
let [dx, dy] = this.stored_level.scalar_to_coords(dest);
|
||
this.connections_g.append(
|
||
mk_svg('rect.overlay-cxn', {x: sx, y: sy, width: 1, height: 1}),
|
||
mk_svg('line.overlay-cxn', {x1: sx + 0.5, y1: sy + 0.5, x2: dx + 0.5, y2: dy + 0.5}),
|
||
);
|
||
}
|
||
// TODO why are these in connections_g lol
|
||
for (let [i, region] of this.stored_level.camera_regions.entries()) {
|
||
let el = mk_svg('rect.overlay-camera', {x: region.x, y: region.y, width: region.width, height: region.height});
|
||
this.connections_g.append(el);
|
||
}
|
||
|
||
this.renderer.set_level(stored_level);
|
||
if (this.active) {
|
||
this.renderer.draw();
|
||
}
|
||
}
|
||
|
||
update_viewport_size() {
|
||
this.renderer.set_viewport_size(this.stored_level.size_x, this.stored_level.size_y);
|
||
this.svg_overlay.setAttribute('viewBox', `0 0 ${this.stored_level.size_x} ${this.stored_level.size_y}`);
|
||
}
|
||
|
||
select_tool(tool) {
|
||
if (tool === this.current_tool)
|
||
return;
|
||
if (! this.tool_button_els[tool])
|
||
return;
|
||
|
||
this.tool_button_els[this.current_tool].classList.remove('-selected');
|
||
this.current_tool = tool;
|
||
this.tool_button_els[this.current_tool].classList.add('-selected');
|
||
}
|
||
|
||
select_palette(name_or_tile) {
|
||
let name, tile;
|
||
if (typeof name_or_tile === 'string') {
|
||
name = name_or_tile;
|
||
if (this.palette_selection && name === this.palette_selection.type.name)
|
||
return;
|
||
|
||
tile = { type: TILE_TYPES[name] };
|
||
if (tile.type.is_actor) {
|
||
tile.direction = 'south';
|
||
}
|
||
if (TILES_WITH_PROPS[name]) {
|
||
TILES_WITH_PROPS[name].configure_tile_defaults(tile);
|
||
}
|
||
}
|
||
else {
|
||
tile = Object.assign({}, name_or_tile);
|
||
name = tile.type.name;
|
||
}
|
||
|
||
// FIXME should redraw in an existing canvas
|
||
this.selected_tile_el.textContent = '';
|
||
// FIXME should draw the actual tile!!
|
||
this.selected_tile_el.append(this.renderer.create_tile_type_canvas(name, tile));
|
||
|
||
if (this.palette_selection) {
|
||
let entry = this.palette[this.palette_selection.type.name];
|
||
if (entry) {
|
||
entry.classList.remove('--selected');
|
||
}
|
||
}
|
||
this.palette_selection = tile;
|
||
if (this.palette[name]) {
|
||
this.palette[name].classList.add('--selected');
|
||
}
|
||
|
||
// Some tools obviously don't work with a palette selection, in which case changing tiles
|
||
// should default you back to the pencil
|
||
if (this.current_tool === 'adjust') {
|
||
this.select_tool('pencil');
|
||
}
|
||
}
|
||
|
||
is_in_bounds(x, y) {
|
||
return 0 <= x && x < this.stored_level.size_x && 0 <= y && y < this.stored_level.size_y;
|
||
}
|
||
|
||
cell(x, y) {
|
||
if (this.is_in_bounds(x, y)) {
|
||
return this.stored_level.cells[y][x];
|
||
}
|
||
else {
|
||
return null;
|
||
}
|
||
}
|
||
|
||
place_in_cell(x, y, tile) {
|
||
// TODO weird api?
|
||
if (! tile)
|
||
return;
|
||
|
||
let cell = this.stored_level.cells[y][x];
|
||
// Replace whatever's on the same layer
|
||
// TODO probably not the best heuristic yet, since i imagine you can
|
||
// combine e.g. the tent with thin walls
|
||
for (let i = cell.length - 1; i >= 0; i--) {
|
||
if (cell[i].type.draw_layer === tile.type.draw_layer) {
|
||
cell.splice(i, 1);
|
||
}
|
||
}
|
||
cell.push(Object.assign({}, tile));
|
||
cell.sort((a, b) => a.type.draw_layer - b.type.draw_layer);
|
||
}
|
||
|
||
open_tile_prop_overlay(tile, x0, y0) {
|
||
this.cancel_mouse_operation();
|
||
// FIXME keep these around, don't recreate them constantly
|
||
let overlay_class = TILES_WITH_PROPS[tile.type.name];
|
||
let overlay = new overlay_class(this.conductor);
|
||
overlay.edit_tile(tile);
|
||
overlay.open();
|
||
|
||
// FIXME move this into TransientOverlay or some other base class
|
||
let root = overlay.root;
|
||
// Vertical position: either above or below, preferring the side that has more space
|
||
if (y0 > document.body.clientHeight / 2) {
|
||
// Above
|
||
root.classList.add('--above');
|
||
root.style.top = `${y0 - root.offsetHeight}px`;
|
||
}
|
||
else {
|
||
// Below
|
||
root.classList.remove('--above');
|
||
root.style.top = `${y0}px`;
|
||
}
|
||
// Horizontal position: centered, but kept within the screen
|
||
let left;
|
||
let margin = 8; // prefer to not quite touch the edges
|
||
let halfwidth = root.offsetWidth / 2 + margin;
|
||
if (document.body.clientWidth / 2 < halfwidth) {
|
||
// It doesn't fit on the screen at all, so there's nothing we can do; just center it
|
||
left = (document.body.clientWidth - root.offsetWidth) / 2;
|
||
}
|
||
else {
|
||
left = Math.max(margin, Math.min(document.body.clientWidth - halfwidth, x0 - halfwidth));
|
||
}
|
||
root.style.left = `${left}px`;
|
||
root.style.setProperty('--chevron-offset', `${x0 - left}px`);
|
||
}
|
||
|
||
cancel_mouse_operation() {
|
||
if (this.mouse_op) {
|
||
this.mouse_op.do_abort();
|
||
this.mouse_op = null;
|
||
}
|
||
}
|
||
}
|
||
|
||
|