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register_input("Next_Tileset", {{"key", "t"}})
register_input("Prev_Tileset", {{"key", "r"}})
register_comp("Room_Editor", function(ent)
ent.room_editor = {
tile = 1,
}
end)
function tile_place_sys(ent)
local room_editor = ent.room_editor
if not im.has_focus() then
if is_input_pressed("Right_Click") then
local scn = get_current_scene()
assert(scn, "no scene set.")
local mx, my = get_mouse_pos()
local tx, ty = to_tile_coords(mx, my)
set_tile(scn.tilemap, tx, ty, room_editor.tile)
end
if is_input_pressed("Left_Click") then
local scn = get_current_scene()
assert(scn, "no scene set.")
local mx, my = get_mouse_pos()
local tx, ty = to_tile_coords(mx, my)
remove_tile(scn.tilemap, tx, ty)
end
end
if is_input_just_pressed("Next_Tileset") then
room_editor.tile = math.min(room_editor.tile + 1, get_tileset_count())
end
if is_input_just_pressed("Prev_Tileset") then
room_editor.tile = math.max(room_editor.tile - 1, 1)
end
end
function room_editor_ui_sys(ent)
local room_editor = ent.room_editor
im.begin_window("Room Editor", 120, 5, 180, 320, {})
im.text("Tile: " .. tostring(room_editor.tile))
im.separator()
im.layout({0.1, 0.6, 1})
for tileset_id=1, get_tileset_count() do
local text = " "
if tileset_id == room_editor.tile then
text = "*"
elseif tileset_id == room_editor.tile - 1 then
text = "r"
elseif tileset_id == room_editor.tile + 1 then
text = "t"
end
im.text(text)
if im.button("select") then
room_editor.tile = tileset_id
end
im.image(TILE_TEX, get_tileset_quad(tileset_id))
end
im.layout()
im.end_window()
end
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