Class: Chingu::GameStates::Edit
- Inherits:
-
Chingu::GameState
- Object
- Chingu::GameState
- Chingu::GameStates::Edit
- Defined in:
- lib/chingu/game_states/edit.rb
Overview
Premade game state for chingu - simple level editing. Start editing in a gamestate with:
push_game_state(Chingu::GameStates::Edit)
requires the global $window set to the instance of Gosu::Window (automaticly handled if you use Chingu::Window)
Edit will only edit game objects created with the editor itself or that’s been loaded with load_game_objects. This makes mixing of loaded game objects and code create game objects possible, in the game, and in the editor.
Various shortcuts are available in the editor
1-5: create object 1..5 shown in toolbar DEL: delete selected objects CTRL+A: select all objects (not code-created ones though) S: Save E: Save and Quit Right Mouse Button Click: Copy object that was clicked on for fast duplication Arrows: Scroll within a viewport Page up/down: Modify the zorder of selected game objects
Constant Summary
Constants included from Helpers::GFX
Instance Attribute Summary collapse
-
#classes ⇒ Object
readonly
Returns the value of attribute classes.
-
#debug ⇒ Object
Returns the value of attribute debug.
-
#exclude ⇒ Object
readonly
Returns the value of attribute exclude.
-
#file ⇒ Object
Returns the value of attribute file.
-
#grid ⇒ Object
Returns the value of attribute grid.
-
#hud_color ⇒ Object
Returns the value of attribute hud_color.
Attributes inherited from Chingu::GameState
#game_objects, #game_state_manager, #options, #previous_game_state
Attributes included from Helpers::InputDispatcher
Instance Method Summary collapse
- #create_new_game_object_from(template) ⇒ Object
- #create_object_1 ⇒ Object
- #create_object_2 ⇒ Object
- #create_object_3 ⇒ Object
- #create_object_4 ⇒ Object
- #create_object_5 ⇒ Object
- #create_object_nr(number) ⇒ Object
- #dec_alpha ⇒ Object
- #dec_zorder ⇒ Object
- #deselect_selected_game_objects ⇒ Object
-
#destroy_selected_game_objects ⇒ Object
Call destroy on all selected game objects.
- #display_help ⇒ Object
-
#draw ⇒ Object
DRAW.
-
#draw_cursor_at(x, y, c = Color::WHITE) ⇒ Object
draw a simple triangle-shaped cursor.
- #draw_grid ⇒ Object
-
#editable_game_objects ⇒ Object
Returns a list of game objects the editor can create.
- #empty_area_at_cursor ⇒ Object
- #esc ⇒ Object
- #finalize ⇒ Object
-
#game_object_at(x, y) ⇒ Object
Get editable object at X/Y ..
-
#game_object_classes ⇒ Object
Get all classes based on GameObject except Chingus internal classes.
- #game_object_icon_at(x, y) ⇒ Object
- #inc_alpha ⇒ Object
- #inc_zorder ⇒ Object
-
#initialize(options = {}) ⇒ Edit
constructor
A new instance of Edit.
- #inside_window?(x = $window.mouse_x, y = $window.mouse_y) ⇒ Boolean
-
#left_mouse_button ⇒ Object
CLICKED LEFT MOUSE BUTTON.
-
#method_missing(symbol, *args) ⇒ Object
If we’re editing a game state with automaticly called special methods, the following takes care of those.
- #mouse_wheel_down ⇒ Object
- #mouse_wheel_up ⇒ Object
- #mouse_x ⇒ Object
- #mouse_y ⇒ Object
- #move_down ⇒ Object
- #move_left ⇒ Object
- #move_right ⇒ Object
- #move_up ⇒ Object
- #page_down ⇒ Object
- #page_up ⇒ Object
- #quit ⇒ Object
- #recache_bounding_boxes ⇒ Object
-
#released_left_mouse_button ⇒ Object
RELASED LEFT MOUSE BUTTON.
- #released_right_mouse_button ⇒ Object
-
#reset_selected_game_objects ⇒ Object
Resets selected game objects defaults, angle=0, scale=1.
- #right_mouse_button ⇒ Object
- #save ⇒ Object
- #save_and_quit ⇒ Object
- #scale_down ⇒ Object
- #scale_down_x ⇒ Object
- #scale_down_y ⇒ Object
- #scale_up ⇒ Object
- #scale_up_x ⇒ Object
- #scale_up_y ⇒ Object
- #scroll_down(amount = 10) ⇒ Object
- #scroll_left(amount = 10) ⇒ Object
- #scroll_right(amount = 10) ⇒ Object
- #scroll_up(amount = 10) ⇒ Object
-
#selected_game_objects ⇒ Object
Returns a list of selected game objects.
-
#setup ⇒ Object
SETUP.
- #tilt_left ⇒ Object
- #tilt_right ⇒ Object
- #try_save ⇒ Object
- #try_scroll_down ⇒ Object
- #try_scroll_left ⇒ Object
- #try_scroll_right ⇒ Object
- #try_scroll_up ⇒ Object
- #try_select_all ⇒ Object
-
#update ⇒ Object
UPDATE.
Methods inherited from Chingu::GameState
#button_down, #button_up, #close, #close_game, #draw_trait, #filename, #setup_trait, #to_s, #to_sym, trait, #trait_options, traits, #update_trait
Methods included from Helpers::ClassInheritableAccessor
Methods included from Helpers::InputClient
Methods included from Helpers::InputDispatcher
#add_input_client, #dispatch_action, #dispatch_button_down, #dispatch_button_up, #dispatch_input_for, #remove_input_client
Methods included from Helpers::GameObject
#add_game_object, #game_objects, #game_objects_of_class, #load_game_objects, #remove_game_object, #save_game_objects
Methods included from Helpers::GameState
#clear_game_states, #current_game_state, #game_states, #pop_game_state, #push_game_state, #switch_game_state, #transitional_game_state
Methods included from Helpers::GFX
#draw_circle, #draw_rect, #fill, #fill_gradient, #fill_rect
Constructor Details
#initialize(options = {}) ⇒ Edit
Returns a new instance of Edit.
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# File 'lib/chingu/game_states/edit.rb', line 50 def initialize( = {}) super = {:draw_grid => true, :snap_to_grid => true, :resize_to_grid => true}.merge() @grid = [:grid] || [8,8] @grid_color = [:grid_color] || Color.new(0xaa222222) @draw_grid = [:draw_grid] @snap_to_grid = [:snap_to_grid] # todo @resize_to_grid = [:resize_to_grid] # todo @classes = Array([:classes] || game_object_classes) @except = [:except] || [] @classes -= Array(@except) @debug = [:debug] @zorder = 10000 p @classes if @debug @hud_color = Gosu::Color.new(200,70,70,70) @selected_game_object = nil self.input = { :f1 => :display_help, :left_mouse_button => :left_mouse_button, :released_left_mouse_button => :released_left_mouse_button, :right_mouse_button => :right_mouse_button, :released_right_mouse_button => :released_right_mouse_button, :delete => :destroy_selected_game_objects, :d => :destroy_selected_game_objects, :backspace => :reset_selected_game_objects, :holding_numpad_7 => :scale_down, :holding_numpad_9 => :scale_up, :holding_numpad_4 => :tilt_left, :holding_numpad_8 => :tilt_right, :holding_numpad_1 => :dec_alpha, :holding_numpad_3 => :inc_alpha, :r => :scale_up, :f => :scale_down, :t => :tilt_left, :g => :tilt_right, :y => :inc_zorder, :h => :dec_zorder, :u => :inc_alpha, :j => :dec_alpha, :page_up => :inc_zorder, :page_down => :dec_zorder, :s => :try_save, :a => :try_select_all, :e => :save_and_quit, :esc => :esc, :q => :quit, :up_arrow => :move_up, :down_arrow => :move_down, :left_arrow => :move_left, :right_arrow => :move_right, :holding_up_arrow => :try_scroll_up, :holding_down_arrow => :try_scroll_down, :holding_left_arrow => :try_scroll_left, :holding_right_arrow => :try_scroll_right, :plus => :scale_up, :minus => :scale_down, :mouse_wheel_up => :mouse_wheel_up, :mouse_wheel_down => :mouse_wheel_down, :"1" => :create_object_1, :"2" => :create_object_2, :"3" => :create_object_3, :"4" => :create_object_4, :"5" => :create_object_5, } @hud_height = 140 @toolbar_icon_size = [32,32] x = 20 y = 60 @classes.each do |klass| puts "Creating a #{klass}" if @debug # We initialize x,y,zorder,rotation_center after creation # so they're not overwritten by the class initialize/setup or simular begin game_object = klass.create(:paused => true) game_object.x = x + 10 game_object.y = y game_object.zorder = @zorder game_object.[:toolbar] = true game_object.rotation_center = :center_center # Scale down object to fit our toolbar if game_object.image Text.create("#{klass.to_s[0..9]}\n#{game_object.width.to_i}x#{game_object.height.to_i}", :size => 12, :x=>x-16, :y=>y+18, :zorder => @zorder, :max_width => 55, :rotation_center => :top_left, :align => :center, :factor => 1) game_object.size = @toolbar_icon_size game_object.cache_bounding_box if game_object.respond_to?(:cache_bounding_box) x += 50 else puts "Skipping #{klass} - no image" if @debug game_object.destroy end rescue puts "Couldn't use #{klass} in editor: #{$!}" end end end |
Dynamic Method Handling
This class handles dynamic methods through the method_missing method
#method_missing(symbol, *args) ⇒ Object
If we’re editing a game state with automaticly called special methods, the following takes care of those.
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# File 'lib/chingu/game_states/edit.rb', line 688 def method_missing(symbol, *args) if symbol != :button_down || symbol != :button_up previous_game_state.__send__(symbol, *args) end end |
Instance Attribute Details
#classes ⇒ Object (readonly)
Returns the value of attribute classes.
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# File 'lib/chingu/game_states/edit.rb', line 48 def classes @classes end |
#debug ⇒ Object
Returns the value of attribute debug.
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# File 'lib/chingu/game_states/edit.rb', line 47 def debug @debug end |
#exclude ⇒ Object (readonly)
Returns the value of attribute exclude.
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# File 'lib/chingu/game_states/edit.rb', line 48 def exclude @exclude end |
#file ⇒ Object
Returns the value of attribute file.
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# File 'lib/chingu/game_states/edit.rb', line 47 def file @file end |
#grid ⇒ Object
Returns the value of attribute grid.
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# File 'lib/chingu/game_states/edit.rb', line 47 def grid @grid end |
#hud_color ⇒ Object
Returns the value of attribute hud_color.
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# File 'lib/chingu/game_states/edit.rb', line 47 def hud_color @hud_color end |
Instance Method Details
#create_new_game_object_from(template) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 654 def create_new_game_object_from(template) game_object = template.class.create(:parent => previous_game_state) game_object.update #game_object.options[:selected] = true game_object.[:created_with_editor] = true game_object.x = self.mouse_x game_object.y = self.mouse_y unless template.[:toolbar] game_object.angle = template.angle game_object.factor_x = template.factor_x game_object.factor_y = template.factor_y game_object.color = template.color.dup game_object.zorder = template.zorder game_object.update else # Resize the new game object to fit the grid perfectly! wanted_width = game_object.image.width + @grid[0] - (game_object.image.width % @grid[0]) wanted_height = game_object.image.height + @grid[1] - (game_object.image.height % @grid[1]) game_object.factor_x = wanted_width.to_f / game_object.image.width.to_f game_object.factor_y = wanted_height.to_f / game_object.image.height.to_f end game_object.[:mouse_x_offset] = (game_object.x - self.mouse_x) rescue 0 game_object.[:mouse_y_offset] = (game_object.y - self.mouse_y) rescue 0 game_object.cache_bounding_box if game_object.respond_to?(:cache_bounding_box) return game_object end |
#create_object_1 ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 457 def create_object_1; create_object_nr(0); end |
#create_object_2 ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 458 def create_object_2; create_object_nr(1); end |
#create_object_3 ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 459 def create_object_3; create_object_nr(2); end |
#create_object_4 ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 460 def create_object_4; create_object_nr(3); end |
#create_object_5 ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 461 def create_object_5; create_object_nr(4); end |
#create_object_nr(number) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 450 def create_object_nr(number) c = @classes[number].create(:x => self.mouse_x, :y => self.mouse_y, :parent => previous_game_state) if @classes[number] c.[:created_with_editor] = true c.update #@text.text = "Created a #{c.class} @ #{c.x} / #{c.y}" end |
#dec_alpha ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 599 def dec_alpha selected_game_objects.each { |game_object| game_object.alpha -= 1 } end |
#dec_zorder ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 593 def dec_zorder selected_game_objects.each { |game_object| game_object.zorder -= 1 } end |
#deselect_selected_game_objects ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 432 def deselect_selected_game_objects selected_game_objects.each { |object| object.[:selected] = nil } end |
#destroy_selected_game_objects ⇒ Object
Call destroy on all selected game objects
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# File 'lib/chingu/game_states/edit.rb', line 428 def destroy_selected_game_objects selected_game_objects.each { |game_object| game_object.destroy } end |
#display_help ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 164 def display_help text = <<END_OF_STRING F1: This help screen ESC: Return to Edit 1-5: create object 1..5 shown in toolbar at mousecursor CTRL+A: select all objects (not in-code-created ones though) CTRL+S: Save E: Save and Quit Q: Quit (without saving) ESC: Deselect all objects Right Mouse Button Click: Copy object bellow cursor for fast duplication Arrow-keys (with selected objects): Move objects 1 pixel at the time Arrow-keys (with no selected objects): Scroll within a viewport Bellow keys operates on all currently selected game objects ----------------------------------------------------------------------------------- DEL: delete selected objects BACKSPACE: reset angle and scale to default values Page Up: Increase zorder Page Down: Decrease zorder R: scale up F: scale down T: tilt left G: tilt right Y: inc zorder H: dec zorder U: less transparency J: more transparencty Mouse Wheel (with no selected objects): Scroll viewport up/down Mouse Wheel: Scale up/down SHIFT + Mouse Wheel: Tilt left/right CTRL + Mouse Wheel: Zorder up/down ALT + Mouse Wheel: Transparency less/more END_OF_STRING push_game_state( GameStates::Popup.new(:text => text) ) end |
#draw ⇒ Object
DRAW
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# File 'lib/chingu/game_states/edit.rb', line 296 def draw # Draw prev game state onto screen (the level we're editing) previous_game_state.draw super draw_grid if @draw_grid # # Draw an edit HUD # $window.draw_quad( 0,0,@hud_color, $window.width,0,@hud_color, $window.width,@hud_height,@hud_color, 0,@hud_height,@hud_color, @zorder-1) # # Draw red rectangles/circles around all selected game objects # if defined?(previous_game_state.) previous_game_state..apply { selected_game_objects.each { |game_object| game_object.draw_debug } } else selected_game_objects.each { |game_object| game_object.draw_debug } end if @cursor_game_object @cursor_game_object.draw_at($window.mouse_x, $window.mouse_y) else draw_cursor_at($window.mouse_x, $window.mouse_y) end end |
#draw_cursor_at(x, y, c = Color::WHITE) ⇒ Object
draw a simple triangle-shaped cursor
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# File 'lib/chingu/game_states/edit.rb', line 492 def draw_cursor_at(x, y, c = Color::WHITE) $window.draw_triangle(x, y, c, x, y+10, c, x+10, y+10, c, @zorder + 10) end |
#draw_grid ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 206 def draw_grid return unless @grid start_x, start_y = 0,0 if defined?(previous_game_state.) start_x = -previous_game_state..x % @grid.first start_y = -previous_game_state..y % @grid.last end (start_x .. $window.width).step(@grid.first).each do |x| $window.draw_line(x, 1, @grid_color, x, $window.height, @grid_color, @zorder-10, :additive) end (start_y .. $window.height).step(@grid.last).each do |y| $window.draw_line(1, y, @grid_color, $window.width, y, @grid_color, @zorder-10, :additive) end end |
#editable_game_objects ⇒ Object
Returns a list of game objects the editor can create. 2 types of object gets this flag:
-
An object loaded with load_game_objects
-
An object created from within the editor
This helps us mix code-created with editor-created objects inside the editor and not muck around with the code-created ones.
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# File 'lib/chingu/game_states/edit.rb', line 414 def editable_game_objects previous_game_state.game_objects.select { |o| o.[:created_with_editor] } end |
#empty_area_at_cursor ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 436 def empty_area_at_cursor game_object_at(self.mouse_x, self.mouse_y)==nil && game_object_icon_at($window.mouse_x, $window.mouse_y) == nil end |
#esc ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 615 def esc deselect_selected_game_objects @cursor_game_object = nil end |
#finalize ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 514 def finalize if defined?(previous_game_state.) previous_game_state..game_area = @game_area_backup end end |
#game_object_at(x, y) ⇒ Object
Get editable object at X/Y .. if there’s many objects at the same coordinate.. .. get the one with highest zorder.
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# File 'lib/chingu/game_states/edit.rb', line 483 def game_object_at(x, y) editable_game_objects.select do |game_object| game_object.respond_to?(:collision_at?) && game_object.collision_at?(x,y) end.sort {|x,y| y.zorder <=> x.zorder }.first end |
#game_object_classes ⇒ Object
Get all classes based on GameObject except Chingus internal classes.
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# File 'lib/chingu/game_states/edit.rb', line 444 def game_object_classes ObjectSpace.enum_for(:each_object, class << GameObject; self; end).to_a.select do |game_class| game_class.instance_methods && !game_class.to_s.include?("Chingu::") end end |
#game_object_icon_at(x, y) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 473 def game_object_icon_at(x, y) game_objects.select do |game_object| game_object.respond_to?(:collision_at?) && game_object.collision_at?(x,y) end.first end |
#inc_alpha ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 596 def inc_alpha selected_game_objects.each { |game_object| game_object.alpha += 1 } end |
#inc_zorder ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 590 def inc_zorder selected_game_objects.each { |game_object| game_object.zorder += 1 } end |
#inside_window?(x = $window.mouse_x, y = $window.mouse_y) ⇒ Boolean
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# File 'lib/chingu/game_states/edit.rb', line 650 def inside_window?(x = $window.mouse_x, y = $window.mouse_y) x >= 0 && x <= $window.width && y >= 0 && y <= $window.height end |
#left_mouse_button ⇒ Object
CLICKED LEFT MOUSE BUTTON
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# File 'lib/chingu/game_states/edit.rb', line 332 def @left_mouse_button = true @selected_game_object = false if defined?(self.previous_game_state.) @left_mouse_click_at = [self.previous_game_state..x + $window.mouse_x, self.previous_game_state..y + $window.mouse_y] else @left_mouse_click_at = [$window.mouse_x, $window.mouse_y] end # Put out a new game object in the editor window and select it right away @selected_game_object = create_new_game_object_from(@cursor_game_object) if @cursor_game_object # Check if user clicked on anything in the icon-toolbar of available game objects @cursor_game_object = game_object_icon_at($window.mouse_x, $window.mouse_y) # Get editable game object that was clicked at (if any) @selected_game_object ||= game_object_at(self.mouse_x, self.mouse_y) if @selected_game_object && defined?(self.previous_game_state.) self.previous_game_state..center_around(@selected_game_object) if @left_double_click end if @selected_game_object # # If clicking on a new object that's wasn't previosly selected # --> deselect all objects unless holding left_ctrl # if @selected_game_object.[:selected] == nil selected_game_objects.each { |object| object.[:selected] = nil } unless holding?(:left_ctrl) end if holding?(:left_ctrl) @selected_game_object.[:selected] = !@selected_game_object.[:selected] else @selected_game_object.[:selected] = true end if holding?(:left_shift) #puts @selected_game_object.class.all.size previous_game_state.game_objects.select { |x| x.class == @selected_game_object.class }.each do |game_object| game_object.[:selected] = true end end # # Re-align all objects x/y offset in relevance to the cursor # selected_game_objects.each do |selected_game_object| selected_game_object.[:mouse_x_offset] = selected_game_object.x - self.mouse_x selected_game_object.[:mouse_y_offset] = selected_game_object.y - self.mouse_y end else deselect_selected_game_objects unless holding?(:left_ctrl) end end |
#mouse_wheel_down ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 561 def mouse_wheel_down if selected_game_objects.empty? scroll_down(40) else tilt_right && return if holding?(:left_shift) dec_zorder && return if holding?(:left_ctrl) dec_alpha && return if holding?(:left_alt) scale_down end end |
#mouse_wheel_up ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 550 def mouse_wheel_up if selected_game_objects.empty? scroll_up(40) else tilt_left && return if holding?(:left_shift) inc_zorder && return if holding?(:left_ctrl) inc_alpha && return if holding?(:left_alt) scale_up end end |
#mouse_x ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 638 def mouse_x x = $window.mouse_x x += self.previous_game_state..x if defined?(self.previous_game_state.) return x end |
#mouse_y ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 644 def mouse_y y = $window.mouse_y y += self.previous_game_state..y if defined?(self.previous_game_state.) return y end |
#move_down ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 532 def move_down scroll_down && return if selected_game_objects.empty? selected_game_objects.each { |game_object| game_object.y += 1 } end |
#move_left ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 520 def move_left scroll_left && return if selected_game_objects.empty? selected_game_objects.each { |game_object| game_object.x -= 1 } end |
#move_right ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 524 def move_right scroll_right && return if selected_game_objects.empty? selected_game_objects.each { |game_object| game_object.x += 1 } end |
#move_up ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 528 def move_up scroll_up && return if selected_game_objects.empty? selected_game_objects.each { |game_object| game_object.y -= 1 } end |
#page_down ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 622 def page_down self.previous_game_state..y += $window.height if defined?(self.previous_game_state.) end |
#page_up ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 619 def page_up self.previous_game_state..y -= $window.height if defined?(self.previous_game_state.) end |
#quit ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 503 def quit pop_game_state(:setup => false) end |
#recache_bounding_boxes ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 572 def recache_bounding_boxes selected_game_objects.each { |game_object| game_object.cache_bounding_box if game_object.respond_to?(:cache_bounding_box)} end |
#released_left_mouse_button ⇒ Object
RELASED LEFT MOUSE BUTTON
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# File 'lib/chingu/game_states/edit.rb', line 402 def @left_mouse_button = false end |
#released_right_mouse_button ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 396 def end |
#reset_selected_game_objects ⇒ Object
Resets selected game objects defaults, angle=0, scale=1.
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# File 'lib/chingu/game_states/edit.rb', line 466 def reset_selected_game_objects selected_game_objects.each do |game_object| game_object.angle = 0 game_object.scale = 1 end end |
#right_mouse_button ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 389 def if @cursor_game_object @cursor_game_object = nil else @cursor_game_object = game_object_at(self.mouse_x, self.mouse_y) end end |
#save ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 506 def save save_game_objects(:game_objects => editable_game_objects, :file => @file, :classes => @classes) end |
#save_and_quit ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 509 def save_and_quit save unless holding?(:left_ctrl) quit end |
#scale_down ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 585 def scale_down scale_down_x && scale_down_y recache_bounding_boxes end |
#scale_down_x ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 608 def scale_down_x selected_game_objects.each { |game_object| game_object.width -= grid[0] if game_object.width > grid[0] } end |
#scale_down_y ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 611 def scale_down_y selected_game_objects.each { |game_object| game_object.height -= grid[1] if game_object.height > grid[1] } end |
#scale_up ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 581 def scale_up scale_up_x && scale_up_y recache_bounding_boxes end |
#scale_up_x ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 602 def scale_up_x selected_game_objects.each { |game_object| game_object.width += grid[0] } end |
#scale_up_y ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 605 def scale_up_y selected_game_objects.each { |game_object| game_object.height += grid[1] } end |
#scroll_down(amount = 10) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 628 def scroll_down(amount = 10) self.previous_game_state..y += amount if defined?(self.previous_game_state.) end |
#scroll_left(amount = 10) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 631 def scroll_left(amount = 10) self.previous_game_state..x -= amount if defined?(self.previous_game_state.) end |
#scroll_right(amount = 10) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 634 def scroll_right(amount = 10) self.previous_game_state..x += amount if defined?(self.previous_game_state.) end |
#scroll_up(amount = 10) ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 625 def scroll_up(amount = 10) self.previous_game_state..y -= amount if defined?(self.previous_game_state.) end |
#selected_game_objects ⇒ Object
Returns a list of selected game objects
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# File 'lib/chingu/game_states/edit.rb', line 421 def selected_game_objects editable_game_objects.select { |o| o.[:selected] } end |
#setup ⇒ Object
SETUP
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# File 'lib/chingu/game_states/edit.rb', line 226 def setup @scroll_border_thickness = 50 @file = [:file] || previous_game_state.filename + ".yml" @title = Text.create("File: #{@file}", :x => 5, :y => 2, :factor => 1, :size => 16, :zorder => @zorder) @title.text += " - Grid: #{@grid}" if @grid @text = Text.create("", :x => 300, :y => 20, :factor => 1, :size => 16, :zorder => @zorder) @status_text = Text.create("-", :x => 5, :y => 20, :factor => 1, :size => 16, :zorder => @zorder) if defined?(previous_game_state.) @game_area_backup = previous_game_state..game_area.dup previous_game_state..game_area.x -= @hud_height previous_game_state..game_area.y -= @hud_height end end |
#tilt_left ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 575 def tilt_left selected_game_objects.each { |game_object| game_object.angle -= 5 } end |
#tilt_right ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 578 def tilt_right selected_game_objects.each { |game_object| game_object.angle += 5 } end |
#try_save ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 499 def try_save save if holding?(:left_ctrl) end |
#try_scroll_down ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 546 def try_scroll_down scroll_down if selected_game_objects.empty? end |
#try_scroll_left ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 537 def try_scroll_left scroll_left if selected_game_objects.empty? end |
#try_scroll_right ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 540 def try_scroll_right scroll_right if selected_game_objects.empty? end |
#try_scroll_up ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 543 def try_scroll_up scroll_up if selected_game_objects.empty? end |
#try_select_all ⇒ Object
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# File 'lib/chingu/game_states/edit.rb', line 496 def try_select_all editable_game_objects.each { |x| x.[:selected] = true } if holding?(:left_ctrl) end |
#update ⇒ Object
UPDATE
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# File 'lib/chingu/game_states/edit.rb', line 244 def update # Sync all changes to previous game states game objects list # This is needed since we don't call update on it. previous_game_state.game_objects.sync super @status_text.text = "#{self.mouse_x.to_i} / #{self.mouse_y.to_i}" if s = @selected_game_object @text.text = "#{s.class.to_s} @ #{s.x.to_i} / #{s.y.to_i}" @text.text = "Size: #{s.width.to_i} x #{s.height.to_i} Ratio: #{sprintf("%.2f",s.width/s.height)}" @text.text += " [Scale: #{sprintf("%.2f", s.factor_x)}/#{sprintf("%.2f", s.factor_y)} Angle: #{s.angle.to_i} Z: #{s.zorder}]" end # # We got a selected game object and the left mouse button is held down # if @left_mouse_button && @selected_game_object selected_game_objects.each do |selected_game_object| selected_game_object.x = self.mouse_x + selected_game_object.[:mouse_x_offset] selected_game_object.y = self.mouse_y + selected_game_object.[:mouse_y_offset] if @snap_to_grid selected_game_object.x -= selected_game_object.x % @grid[0] selected_game_object.y -= selected_game_object.y % @grid[1] end end # TODO: better cleaner sollution if @selected_game_object.respond_to?(:bounding_box) @selected_game_object.bounding_box.x = @selected_game_object.x @selected_game_object.bounding_box.y = @selected_game_object.y end elsif @left_mouse_button if defined?(self.previous_game_state.) self.previous_game_state..x = @left_mouse_click_at[0] - $window.mouse_x self.previous_game_state..y = @left_mouse_click_at[1] - $window.mouse_y end end if inside_window?($window.mouse_x, $window.mouse_y) scroll_right if $window.mouse_x > $window.width - @scroll_border_thickness scroll_left if $window.mouse_x < @scroll_border_thickness scroll_up if $window.mouse_y < @scroll_border_thickness scroll_down if $window.mouse_y > $window.height - @scroll_border_thickness end end |