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' Particle Pinch
'
' Copyright 2005 Ian Cowburn
'
' $Id$
'
Strict
Import noddybox.vector
Import noddybox.bitmapfont
Import noddybox.simplegui
Import noddybox.algorithm
Import "types.bmx"
Import "level.bmx"
Import "game.bmx"

Function LevelDesigner()
	DoDesigner()
End Function

Private

' **** Types
'
Type TDesObj Abstract
	Const SELSIZE:Int=3
	
	Function Create:TDesObj(x:Int, y:Int) Abstract
	Function CreateFromLevel:TDesObj(o:Object) Abstract
	Method Draw() Abstract
	Method DrawSelect() Abstract
	Method MouseOver:Int(x:Int, y:Int) Abstract
	Method Drag(x:Int, y:Int) Abstract
	Method Edit() Abstract
	Method Save(l:TLevel) Abstract

	Method DrawSelBox(x:Int, y:Int)
		Local x1:Int=x-SELSIZE
		Local y1:Int=y-SELSIZE
		Local x2:Int=x+SELSIZE
		Local y2:Int=y+SELSIZE
		
		SetColor(255,255,255)
		DrawLine(x1,y1,x2,y1)
		DrawLine(x2,y1,x2,y2)
		DrawLine(x2,y2,x1,y2)
		DrawLine(x1,y2,x1,y1)
	End Method
	
	Method InSelBox(px:Int, py:Int, x:Int, y:Int)
		Local x1:Int=x-SELSIZE
		Local y1:Int=y-SELSIZE
		Local x2:Int=x+SELSIZE
		Local y2:Int=y+SELSIZE

		Return px>=x1 And px<=x2 And py>=y1 And py<=y2
	End Method
End Type

Type TDesGrav Extends TDesObj
	Field g:TGravPoint
	
	Function Create:TDesObj(x:Int, y:Int)
		Local o:TDesGrav=New TDesGrav
		
		o.g=New TGravPoint
		o.g.x=x
		o.g.y=y
		o.g.friendly=False
		o.g.mass=25
		o.g.repel=False
		
		Return o
	End Function
	
	Function CreateFromLevel:TDesObj(o:Object)
		Local lp:TGravPoint=TGravPoint(o)
		Local no:TDesGrav=New TDesGrav
		
		no.g=New TGravPoint
		no.g.x=lp.x
		no.g.y=lp.y
		no.g.friendly=lp.friendly
		no.g.mass=lp.mass
		no.g.repel=lp.repel
		
		Return no
	End Function
	
	Method Draw()
		If g.friendly
			SetColor(0,255,0)
		Else
			SetColor(255,0,0)
		EndIf
		
		DrawOval(g.x-MASSRAD,g.y-MASSRAD,MASSSIZE,MASSSIZE)
	End Method
	
	Method DrawSelect()
		DrawSelBox(g.x,g.y)
	End Method
	
	Method MouseOver:Int(x:Int, y:Int)
		Return InSelBox(x,y,g.x,g.y)
	End Method
	
	Method Drag(x:Int, y:Int)
		g.x=x
		g.y=y
	End Method
	
	Method Edit()
		Designer.md_friendly.checked = g.friendly
		Designer.md_invert.checked = g.repel
		Designer.md_mass.text = g.mass

		If GUIDialog(Designer.mdialog,Designer.md_ok,Designer.md_cancel,GameGFX.pointer)
			g.friendly = Designer.md_friendly.checked
			g.repel = Designer.md_invert.checked
			g.mass = Designer.md_mass.text.ToFloat()
		EndIf
	End Method

	Method Save(l:TLevel)
		l.grav.AddLast(g)
	End Method

End Type

Type TDesPoint Extends TDesObj
	Field l:TPointLine
	Field over_p1:Int
	
	Function Create:TDesObj(x:Int, y:Int)
		Local o:TDesPoint=New TDesPoint
		
		o.over_p1=False

		o.l=New TPointLine
		o.l.x1=x
		o.l.y1=y
		o.l.y2=y
		
		If x<GraphicsWidth()/2
			o.l.x2=x+50
		Else
			o.l.x2=x-50
		EndIf
		
		o.l.gap=1
		o.l.v.x=0
		o.l.v.y=0
		
		Return o
	End Function
	
	Function CreateFromLevel:TDesObj(o:Object)
		Local lp:TPointLine=TPointLine(o)
		Local no:TDesPoint=New TDesPoint
		
		no.l=New TPointLine
		no.l.x1=lp.x1
		no.l.y1=lp.y1
		no.l.x2=lp.x2
		no.l.y2=lp.y2
		no.l.gap=lp.gap
		no.l.v.x=lp.v.x
		no.l.v.y=lp.v.y
		
		Return no
	End Function
	
	Method Draw()
		Local lp:TList=DoLine(l.x1,l.y1,l.x2,l.y2)
		Local i:Int=0
		
		SetColor(0,255,0)
		DrawLine(l.x1,l.y1,l.x1+l.v.x*10,l.y1+l.v.y*10)
		DrawLine(l.x2,l.y2,l.x2+l.v.x*10,l.y2+l.v.y*10)
		
		For Local p:TAlgoPoint=EachIn lp
			If (i Mod l.gap)=0
				SetColor(255,255,255)
			Else
				SetColor(200,0,0)
			EndIf
			Plot(p.x,p.y)
			i:+1
		Next
	End Method
	
	Method DrawSelect()
		If over_p1
			DrawSelBox(l.x1,l.y1)
		Else
			DrawSelBox(l.x2,l.y2)
		EndIf
	End Method
	
	Method MouseOver:Int(x:Int, y:Int)
		If InSelBox(x,y,l.x1,l.y1)
			over_p1=True
			Return True
		EndIf
		If InSelBox(x,y,l.x2,l.y2)
			over_p1=False
			Return True
		EndIf
		Return False
	End Method
	
	Method Drag(x:Int, y:Int)
		If over_p1
			l.x1=x
			l.y1=y
		Else
			l.x2=x
			l.y2=y
		EndIf
	End Method
	
	Method Edit()
		Designer.pd_gap.text = l.gap
		Designer.pd_vx.text = l.v.x
		Designer.pd_vy.text = l.v.y

		If GUIDialog(Designer.pdialog,Designer.pd_ok,Designer.pd_cancel,GameGFX.pointer)
			l.gap = Designer.pd_gap.text.ToInt()
			l.v.x = Designer.pd_vx.text.ToFloat()
			l.v.y = Designer.pd_vy.text.ToFloat()
		EndIf
	End Method

	Method Save(l:TLevel)
		l.point.AddLast(l)
	End Method

End Type

' **** Globals
'
' This type acts as a namespace for global variables
'
Type Designer
	Const TEXTX:Int=100
	
	Global init:Int=False
	
	Global obj:TList
	
	Global levelset:TLevelSet
	Global level:TLevel
	Global levelsetfname:String
	Global done:Int
	Global levelindex:Int
	
	Global gui:TGUIHandler
	
	Global fname_txt:TText
	Global fname_load:TButton
	Global fname_save:TButton
	
	Global setname_txt:TText
	
	Global levname_txt:TText
	Global levadd_but:TButton
	Global levins_but:TButton
	Global levdel_but:TButton
	Global levinv_check:TCheckbox
	Global levnum:TNumberInt
	
	Global hide_check:TCheckbox
	
	Global validbut:TButton
	Global helpbut:TButton
	Global quitbut:TButton
	
	Global mdialog:TGUIHandler
	Global md_friendly:TCheckbox
	Global md_invert:TCheckbox
	Global md_mass:TText
	Global md_ok:TButton
	Global md_cancel:TButton

	Global pdialog:TGUIHandler
	Global pd_gap:TText
	Global pd_vx:TText
	Global pd_vy:TText
	Global pd_ok:TButton
	Global pd_cancel:TButton

	Function Initialise()
		If Not init
			Local l:TLabel
			Local p:TPanel
			
			obj =			CreateList()

			TGUIFont.font = GameGFX.guifont
		
			levelset =		New TLevelSet
			level =			New TLevel
			levelsetfname =	"Default.ppinch"
			levelindex =		0
			
			gui =			TGUIHandler.Create()
			
			TLabel.Create(gui,0,0,"File")
			fname_txt =		TText.Create(gui,TEXTX,0,"",32)
			fname_load =		TButton.Create(gui,fname_txt.x+fname_txt.w+10,0,50,12,"Load",LoadCallback)
			fname_save =		TButton.Create(gui,fname_load.x+fname_load.w+10,0,50,fname_load.h,"Save",SaveCallback)
			
			TLabel.Create(gui,0,10,"Levelset name")
			setname_txt =		TText.Create(gui,TEXTX,10,"",32)
			
			TLabel.Create(gui,0,20,"Level name")
			levname_txt =		TText.Create(gui,TEXTX,20,"",32)
			levadd_but =		TButton.Create(gui,levname_txt.x+levname_txt.w+10,levname_txt.y,50,12,"Add",AddLevelCallback)
			levins_but =		TButton.Create(gui,levadd_but.x+levadd_but.w+10,levname_txt.y,50,12,"Insert",InsertLevelCallback)
			levdel_but =		TButton.Create(gui,levins_but.x+levins_but.w+10,levname_txt.y,50,12,"Delete",DeleteLevelCallback)

			levinv_check =	TCheckbox.Create(gui,0,35,"Invert placed masses",InvertPlacedCallback)
			l =				TLabel.Create(gui,levinv_check.w+50,35,"Level:")
			levnum =			TNumberInt.Create(gui,l.x+l.w+10,35,LevelNumberCallback)
			levnum.value =	0
			levnum.minval =	0
			levnum.maxval =	0
			
			hide_check =		TCheckbox.Create(gui,750,0,"Hide",HideCallback)
			
			validbut =		TButton.Create(gui,650,570,49,29,"Check",CheckCallback)
			helpbut =			TButton.Create(gui,700,570,49,29,"Test",TestCallback)
			quitbut =			TButton.Create(gui,750,570,49,29,"Quit",QuitCallback)

			mdialog =			TGUIHandler.Create()
			p =				TPanel.Create(mdialog,-1,-1,400,100)
			md_friendly =		TCheckbox.Create(mdialog,p.x+5,p.y+10,"Friendly (scores for player)?")
			md_invert =		TCheckbox.Create(mdialog,p.x+5,p.y+30,"Inverse gravity?")
			l =				TLabel.Create(mdialog,p.x+5,p.y+50,"Mass:")
			md_mass =			TText.Create(mdialog,p.x+l.w+10,p.y+50,"",30,TText.NUMERIC|TText.POSITIVE)
			md_ok =			TButton.Create(mdialog,p.x+5,p.y+p.h-25,p.w/2-10,20,"OK",Null)
			md_cancel =		TButton.Create(mdialog,p.x+p.w/2+5,p.y+p.h-25,p.w/2-10,20,"Cancel",Null)

			pdialog =			TGUIHandler.Create()
			p =				TPanel.Create(pdialog,-1,-1,400,100)
			l =				TLabel.Create(pdialog,p.x+5,p.y+10,"Gap per point:")
			pd_gap =			TText.Create(pdialog,p.x+90,p.y+10,"",30,TText.NUMERIC|TText.INTEGER|TText.POSITIVE)
			l =				TLabel.Create(pdialog,p.x+5,p.y+30,"Initial dx:")
			l =				TLabel.Create(pdialog,p.x+5,p.y+50,"Initial dy:")
			pd_vx =			TText.Create(pdialog,p.x+90,p.y+30,"",30,TText.NUMERIC)
			pd_vy =			TText.Create(pdialog,p.x+90,p.y+50,"",30,TText.NUMERIC)
			pd_ok =			TButton.Create(pdialog,p.x+5,p.y+p.h-25,p.w/2-10,20,"OK",Null)
			pd_cancel =		TButton.Create(pdialog,p.x+p.w/2+5,p.y+p.h-25,p.w/2-10,20,"Cancel",Null)

			levelset.level.AddLast(level)
			init=True
		EndIf
		
		done = False
		fname_txt.text = levelsetfname
		setname_txt.text = levelset.name
		levname_txt.text = level.name
	End Function
End Type


' **** Main Loop
'
Function DoDesigner()
	Designer.Initialise()
	
	Designer.done=False
	
	Local sel:TDesObj=Null
	Local drag:Int=False
	
	While Not Designer.done
		Cls

		If Not drag
			Designer.gui.EventLoop()
		EndIf
		
		Local x:Int=MouseX()
		Local y:Int=MouseY()
		
		If Not drag
			sel=Null
		EndIf

		For Local o:TDesObj=EachIn Designer.obj
			o.Draw()
			
			If sel=Null And o.MouseOver(x,y)
				sel=o
			EndIf
		Next
		
		If sel<>Null
			sel.DrawSelect()
		EndIf
		
		If drag
			sel.Drag(x,y)
		EndIf
		
		If KeyHit(KEY_MOUSERIGHT)
			If sel<>Null
				Select GUIMenu("Object Menu",["Edit","Delete"],x,y,GameGFX.pointer)
					Case 0
						sel.Edit()
					Case 1
						Designer.obj.Remove(sel)
				End Select
			Else
				Select GUIMenu("Create Menu",["Create Gravity Point","Create Particle Line"],x,y,GameGFX.pointer)
					Case 0
						Designer.obj.AddLast(TDesGrav.Create(x,y))
					Case 1
						Designer.obj.AddLast(TDesPoint.Create(x,y))
				End Select
			EndIf
			sel=Null
		EndIf
		
		If Not drag
			If KeyDown(KEY_MOUSELEFT) And sel<>Null
				drag=True
			EndIf
		Else
			If Not KeyDown(KEY_MOUSELEFT)
				drag=False
			EndIf
		EndIf

		SetColor(255,255,255)
		DrawImage(GameGFX.pointer,MouseX(),MouseY())
		
		Flip
		FlushMem
	Wend
End Function


' **** Utils
'
Function LoadLevel()
End Function

Function SaveLevel()
End Function

' **** Callbacks
'
Function HideCallback(w:TWidget)
	Local c:TCheckbox=TCheckbox(w)
	Designer.gui.SetEnable(Not c.checked)
	c.enabled=True
End Function

Function QuitCallback(w:TWidget)
	Designer.done=GUIYesNo("Quit back to the|main menu of Particle Pinch?",GameGFX.pointer)
End Function

Function TestCallback(w:TWidget)
End Function

Function CheckCallback(w:TWidget)
End Function

Function LoadCallback(w:TWidget)
	Try
		Local load:TLevelSet=TLevelSet.Load(Designer.fname_txt.text)
		Designer.levelset=load
	Catch e:TLevelException
		GUINotify("Failed to load '" + Designer.fname_txt.text + "'||"+e.message,GameGFX.pointer)
	EndTry
End Function

Function SaveCallback(w:TWidget)
	If Not Designer.levelset.Save(Designer.fname_txt.text)
		GUINotify("Failed to save '" + Designer.fname_txt.text + "'",GameGFX.pointer)
	EndIf
End Function

Function InvertPlacedCallback(w:TWidget)
	Local c:TCheckbox=TCheckbox(w)
	Designer.level.invmass=c.checked
End Function

Function LevelNumberCallback(w:TWidget)
	Local c:TNumberInt=TNumberInt(w)
	SaveLevel()
	Designer.levelindex=c.value
	LoadLevel()
End Function

Function AddLevelCallback(w:TWidget)
End Function

Function InsertLevelCallback(w:TWidget)
End Function

Function DeleteLevelCallback(w:TWidget)
	If Designer.levelset.level.Count()<2
		GUINotify("Must have at least one level!",GameGFX.pointer)
		Return
	EndIf
	
	If GUIYesNo("Delete this level:|"+Designer.levname_txt.text,GameGFX.pointer)
	EndIf
End Function