Class: SpriteKit::MapEditor
- Inherits:
-
Object
- Object
- SpriteKit::MapEditor
- Defined in:
- mygame/lib/sprite_kit/map_editor.rb
Constant Summary collapse
- TILE_SIZE =
16
- EDITOR_TILE_SCALE =
2
Instance Attribute Summary collapse
-
#hovered_tile ⇒ Object
readonly
Returns the value of attribute hovered_tile.
-
#mode ⇒ Object
readonly
Returns the value of attribute mode.
-
#selected_tile ⇒ Object
readonly
Returns the value of attribute selected_tile.
-
#spritesheet_rect ⇒ Object
readonly
Returns the value of attribute spritesheet_rect.
Instance Method Summary collapse
- #add_layer(layer = {}) ⇒ Object
- #calc(args) ⇒ Object
- #calc_hovered_sprite(args) ⇒ Object
- #calc_nodes(args) ⇒ Object
-
#combine_sprites(current_sprite, new_sprite) ⇒ Object
This method is for merging 2 sprites when a sprite > 16px.
- #create_nodeset ⇒ Object
- #delete_nodeset ⇒ Object
- #fill_tiles(args) ⇒ Object
- #handle_box_select(args) ⇒ Object
- #handle_nodeset_buttons(args) ⇒ Object
- #handle_spritesheet_buttons(args) ⇒ Object
-
#initialize ⇒ MapEditor
constructor
A new instance of MapEditor.
- #load_layers(args) ⇒ Object
- #load_nodesets ⇒ Object
- #next_nodeset ⇒ Object
- #previous_nodeset ⇒ Object
- #remove_tiles(args, select_rect = nil) ⇒ Object
- #render(args) ⇒ Object
- #render_active_tab(args) ⇒ Object
- #render_current_nodeset(args) ⇒ Object
- #render_layer_tab(args) ⇒ Object
- #render_menu(args) ⇒ Object
- #render_pixel_grid(args) ⇒ Object
- #render_sheet(sheet, args) ⇒ Object
- #render_sprite_canvas(args) ⇒ Object
- #render_tiles(args) ⇒ Object
- #reset_select ⇒ Object
- #save_nodesets ⇒ Object
- #save_tiles(args) ⇒ Object
- #scale_nodeset(nodeset) ⇒ Object
- #select_rect_to_tiles(args, tile_width: TILE_SIZE, tile_height: TILE_SIZE) ⇒ Object
- #sprite_to_nodeset_rect(mouse, sprite, nodeset) ⇒ Object
- #switch_mode(args) ⇒ Object
- #tick(args) ⇒ Object
- #transition_view(args) ⇒ Object
Constructor Details
#initialize ⇒ MapEditor
Returns a new instance of MapEditor.
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 14 def initialize @primitives = Primitives.new @palette = UI::SemanticPalette.new # @type [:add, :select, :remove] @mode = :add # @type [:spritesheet, :map] @view = :map # Set this to transition between map / spritesheet @next_view = nil # @type [Boolean] @show_grid = false @grid_border_size = 0 @nodesets_file = "" @spritesheet_loader = SpriteKit::SpritesheetLoader.new @spritesheets = @spritesheet_loader.load_directory("sprites") @nodesets = load_nodesets if @nodesets.length < 1 create_nodeset end @nodesets.each do |nodeset| nodeset.type = :nodeset end @selected_spritesheet_index = 0 @current_nodeset_index = 0 end |
Instance Attribute Details
#hovered_tile ⇒ Object (readonly)
Returns the value of attribute hovered_tile.
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9 def hovered_tile @hovered_tile end |
#mode ⇒ Object (readonly)
Returns the value of attribute mode.
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9 def mode @mode end |
#selected_tile ⇒ Object (readonly)
Returns the value of attribute selected_tile.
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9 def selected_tile @selected_tile end |
#spritesheet_rect ⇒ Object (readonly)
Returns the value of attribute spritesheet_rect.
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9 def spritesheet_rect @spritesheet_rect end |
Instance Method Details
#add_layer(layer = {}) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 792 def add_layer(layer = {}) id = GTK.create_uuid if !layer.name layer.name = "Layer #{@layers.length + 1}" end @layers.unshift({ id: layer.id || id, name: layer.name, tiles: layer.tiles }) end |
#calc(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 379 def calc(args) inputs = args.inputs mouse = inputs.mouse state = args.state tile_width = TILE_SIZE tile_height = TILE_SIZE world_mouse = Camera.to_world_space state.camera, inputs.mouse ifloor_x = world_mouse.x.ifloor(tile_width) ifloor_y = world_mouse.y.ifloor(tile_height) @mouse_world_rect = { x: ifloor_x, y: ifloor_y, w: tile_width, h: tile_height } instructions = [ "r to refresh.", "s to select.", "x to remove.", "a to add.", "t to change spritesheet", "mode: '#{@mode}'" ] instructions.each_with_index do |text, index| text_width, _ = $gtk.calcstringbox(text) hash = { x: 10.from_right - text_width, y: 80.from_top, text: text } if index > 0 prev_instruction = instructions[index - 1] _, prev_height = $gtk.calcstringbox(prev_instruction.text) hash[:y] = prev_instruction.y - prev_height end instructions[index] = hash end args.outputs.labels << instructions calc_hovered_sprite(args) if @hovered_sprite && !args.inputs.mouse.intersect_rect?(@current_nodeset) # make a new sprite. selected_sprite = @hovered_sprite.merge({}) if mouse.click # Clear any selected nodes @selected_node = nil if @selected_sprite && args.inputs.keyboard.shift sprite = combine_sprites(@selected_sprite, selected_sprite) sprite.x = [@selected_sprite.x, sprite.x].min sprite.y = [@selected_sprite.y, sprite.y].min sprite.w = sprite.source_w sprite.h = sprite.source_h @selected_sprite = sprite else @selected_sprite = selected_sprite end elsif args.inputs.keyboard.shift && @selected_sprite sprites = [] sprite = combine_sprites(@selected_sprite, selected_sprite) sprite.x = [@selected_sprite.x, sprite.x].min sprite.y = [@selected_sprite.y, sprite.y].min sprite.w = sprite.source_w sprite.h = sprite.source_h sprite = Camera.to_screen_space(args.state.camera, sprite.merge({ path: :pixel, r: 0, g: 0, b: 0, a: 64 })) sprites << sprite sprites << @primitives.create_borders(sprite, border_width: 2, color: { r: 0, b: 0, g: 0, a: 200 }).values args.outputs[:scene].sprites << sprites end end if @selected_sprite @selected_sprite.merge!({ w: @selected_sprite.source_w, h: @selected_sprite.source_h }) selected_sprite = Camera.to_screen_space(args.state.camera, @selected_sprite).merge({ path: :pixel, r: 0, g: 0, b: 0, a: 100 }) selected_sprite_borders = @primitives.create_borders(selected_sprite, border_width: 2, color: { r: 100, b: 100, g: 100, a: 255 }).values args.outputs[:scene].sprites << [selected_sprite, selected_sprite_borders] end # Must come before "@mode" changes calc_nodes(args) if @mode == :remove && (mouse.click || (mouse.held && mouse.moved)) @should_save = true intersecting_tiles = Geometry.find_all_intersect_rect(@mouse_world_rect, @layers[@current_layer].tiles) intersecting_tiles.each { |t| @layers[@current_layer].tiles.delete(t) } elsif @mode == :select handle_box_select(args) # TODO: Change to "@selected_node" elsif @selected_node && (mouse.click || (mouse.held && mouse.moved)) if @mode == :add @should_save = true intersecting_tiles = args.state.geometry.find_all_intersect_rect(@selected_node, @layers[@current_layer].tiles) intersecting_tiles.each { |t| @layers[@current_layer].tiles.delete(t) } @layers[@current_layer].tiles << @selected_node.copy end end # Purposely delay saving until `mouse.up` because other wise the editor lags a lot. if mouse.up && @should_save @should_save = false save_tiles(args) end end |
#calc_hovered_sprite(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 370 def calc_hovered_sprite(args) @hovered_sprite = Geometry.find_all_intersect_rect(@mouse_world_rect, args.state.spritesheet_tiles)[-1] if @hovered_sprite # mouse = Camera.to_screen_space(args.state.camera, @mouse_world_rect) # @hovered_sprite# .merge({ x: mouse.x, y: mouse.y }) end end |
#calc_nodes(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1075 def calc_nodes(args) mouse = args.inputs.mouse # If a user has a sprite selected if @current_nodeset && @selected_sprite && mouse.intersect_rect?(@current_nodeset) new_sprite = sprite_to_nodeset_rect(mouse, @selected_sprite, @current_nodeset) intersecting_tiles = args.geometry.find_all_intersect_rect(new_sprite, @current_nodeset.tiles) if (mouse.click || (mouse.held && mouse.moved)) intersecting_tiles.each { |tile| @current_nodeset.tiles.delete(tile) } @current_nodeset.tiles << new_sprite scale_nodeset(@current_nodeset) save_nodesets elsif intersecting_tiles.length > 0 tile_target = {x: nil, y: nil, w: 0, h: 0, path: :pixel, r: 255, b: 0, g: 0, a: 128, primitive_marker: :sprite} intersecting_tiles.each do |tile| if !tile_target.x || tile_target.x < tile.x tile_target.x = tile.x end if !tile_target.y || tile_target.y < tile.y tile_target.y = tile.y end tile_target.w += tile.w tile_target.h += tile.h end sheet_id = @current_nodeset.id.to_sym # sprite = sprite_to_nodeset_rect(args.inputs.mouse, tile_target, @current_nodeset) sprite = tile_target # sprite.y = @current_nodeset.y + sprite.y # sprite.x = @current_nodeset.x + sprite.x args.outputs[sheet_id].sprites << sprite args.outputs[sheet_id].sprites << @primitives.create_borders(sprite, border_width: 2, color: { r: 100, g: 0, b: 0, a: 255 }).values end end if @current_nodeset && !@selected_sprite && mouse.intersect_rect?(@current_nodeset) tile = @current_nodeset.scaled_tiles.find { |tile| mouse.intersect_rect?(tile) } @hovered_node = tile else @hovered_node = nil end mouse = args.inputs.mouse if @hovered_node && mouse.intersect_rect?(@hovered_node) && mouse.click && @view == :map @selected_node = Camera.to_world_space(args.state.camera, @hovered_node).merge({ w: @hovered_node.source_w, h: @hovered_node.source_h, }) end end |
#combine_sprites(current_sprite, new_sprite) ⇒ Object
This method is for merging 2 sprites when a sprite > 16px. Used for shift+click sprites.
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1035 def combine_sprites(current_sprite, new_sprite) hash = {} hash[:source_x] = [new_sprite.source_x, current_sprite.source_x].min hash[:source_y] = [new_sprite.source_y, current_sprite.source_y].min if new_sprite.source_x > current_sprite.source_x hash[:source_w] = [current_sprite.source_w, new_sprite.source_x - current_sprite.source_x + new_sprite.source_w].max else hash[:source_w] = current_sprite.source_x - new_sprite.source_x + current_sprite.source_w end if new_sprite.source_y > current_sprite.source_y hash[:source_h] = [current_sprite.source_h, new_sprite.source_y - current_sprite.source_y + new_sprite.source_h].max else hash[:source_h] = current_sprite.source_y - new_sprite.source_y + current_sprite.source_h end current_sprite.merge(new_sprite).merge(hash) end |
#create_nodeset ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 981 def create_nodeset # columns always needs to be odd. columns = 11 rows = 6 h = rows * TILE_SIZE w = columns * TILE_SIZE @nodesets << scale_nodeset({ name: "nodeset__#{@nodesets.length + 1}", id: $gtk.create_uuid, type: :nodeset, source_h: h, source_w: w, source_x: 20, source_y: 20.from_top - h, tiles: [] }) @current_nodeset_index = @nodesets.length - 1 @current_nodeset = @nodesets[@current_nodeset_index] save_nodesets end |
#delete_nodeset ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1021 def delete_nodeset return if @nodesets.length <= 1 # cannot delete all nodesets. idx = @current_nodeset_index if idx == 0 @nodesets = @nodesets.slice(1..-1) else previous_nodeset @nodesets.delete_at(idx) end save_nodesets end |
#fill_tiles(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 739 def fill_tiles(args) return if @select_rect.nil? return if @selected_node.nil? select_rect = select_rect_to_tiles(args) columns = select_rect.w.idiv(@selected_node.w).floor rows = select_rect.h.idiv(@selected_node.h).floor remove_tiles(args, select_rect) columns.times do |col| rows.times do |row| @layers[@current_layer].tiles << @selected_node.merge({ x: select_rect.x + (col * @selected_node.w), y: select_rect.y + (row * @selected_node.h), w: @selected_node.w, h: @selected_node.h }) end end end |
#handle_box_select(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 636 def handle_box_select(args) if @select_rect && args.inputs.mouse.click fill_tiles(args) save_tiles(args) @mode = :add reset_select return end if @mode != :select reset_select return end mouse = args.inputs.mouse if args.inputs.keyboard.key_down.backspace || args.inputs.keyboard.key_down.delete || args.inputs.keyboard.key_down.x remove_tiles(args) save_tiles(args) @mode = :remove reset_select return end if (mouse.click || (mouse.held && mouse.moved)) if @start_y.nil? && @start_x.nil? @start_y = args.inputs.mouse.y @start_x = args.inputs.mouse.x end @end_y = args.inputs.mouse.y @end_x = args.inputs.mouse.x end # Make sure we have something to render. if !(@start_y && @start_x && @end_x && @end_y) return end h = 0 w = 0 x = 0 y = 0 if @start_y > @end_y y = @end_y h = @start_y - @end_y else y = @start_y h = @end_y - @start_y end if @start_x > @end_x x = @end_x w = @start_x - @end_x else x = @start_x w = @end_x - @start_x end frame_index = 0.frame_index( start_at: 0, frame_count: 2, repeat: true, hold_for: 40, ) alpha = 0 if frame_index == 0 alpha = 50 else alpha = 150 end args.outputs.debug << @select_rect.to_s @select_rect = { h: h, w: w, x: x, y: y, } args.outputs.sprites << @select_rect.merge({ r: 100, g: 100, b: 100, a: alpha, }) end |
#handle_nodeset_buttons(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 340 def (args) mouse = args.inputs.mouse return if !mouse.click if mouse.intersect_rect?(@add_nodeset_button) create_nodeset end if mouse.intersect_rect?(@delete_nodeset_button) delete_nodeset end if mouse.intersect_rect?(@previous_nodeset_button) previous_nodeset end if mouse.intersect_rect?(@next_nodeset_button) next_nodeset end end |
#handle_spritesheet_buttons(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 361 def (args) mouse = args.inputs.mouse return if !mouse.click # if mouse.intersect_rect?(@add_spritesheet_button) # create_spritesheet # end end |
#load_layers(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 768 def load_layers(args) return if @layers @layers = [] begin json = $gtk.parse_json_file("data/layers.json") layers = json["layers"].map do |layer| HashMethods.symbolize_keys(layer) end @layers = layers @layers.each_with_index do |layer, index| layer.name = "Layer #{index + 1}" if !layer.name end rescue => e end if @layers.length <= 0 add_layer end @current_layer = @layers.length - 1 end |
#load_nodesets ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 822 def load_nodesets nodesets = [] begin json = $gtk.parse_json_file("data/nodesets.json") if json nodesets = json["nodesets"].map do |nodeset| nodeset = HashMethods.symbolize_keys(nodeset) scale_nodeset(nodeset) end end rescue => e puts e nodesets = [] end nodesets end |
#next_nodeset ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1003 def next_nodeset idx = @current_nodeset_index + 1 idx = 0 if idx > @nodesets.length - 1 @current_nodeset_index = idx @current_nodeset = @nodesets[@current_nodeset_index] end |
#previous_nodeset ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1012 def previous_nodeset idx = @current_nodeset_index - 1 idx = @nodesets.length - 1 if idx < 0 @current_nodeset_index = idx @current_nodeset = @nodesets[@current_nodeset_index] end |
#remove_tiles(args, select_rect = nil) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 734 def remove_tiles(args, select_rect = nil) selection = select_rect || select_rect_to_tiles(args) @layers[@current_layer].tiles.reject! { |t| t.intersect_rect? selection } end |
#render(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 551 def render(args) outputs = args.outputs state = args.state # Render actual spritesheet sprites = [] scene_sprites = [] if @mode == :remove hovered_tile = @layers[@current_layer].tiles.find { |t| t.intersect_rect?(@mouse_world_rect) } if hovered_tile alpha_channel = (Camera.to_screen_space(state.camera, hovered_tile)).merge(path: :pixel, r: 255, g: 0, b: 0, a: 128) alpha_channel_borders = @primitives.create_borders(alpha_channel, border_width: 2, color: {r: 255, b: 0, g: 0, a: 255}).values scene_sprites << alpha_channel scene_sprites.concat(alpha_channel_borders) end end if @mode == :add && @selected_node hovered_tiles = @layers[@current_layer].tiles.select { |t| t.intersect_rect?(@selected_node) } if hovered_tiles.length > 0 hovered_tiles.each do |hovered_tile| world_hovered_tile = (Camera.to_screen_space(state.camera, hovered_tile)).merge(path: :pixel, r: 255, g: 0, b: 0, a: 128) scene_sprites << world_hovered_tile scene_sprites << @primitives.create_borders(world_hovered_tile, border_width: 2, color: { r: 255, g: 0, b: 0, a: 255 }).values end end end if @hovered_sprite world_hovered_sprite = Camera.to_screen_space(state.camera, @hovered_sprite).merge({ path: :pixel, r: 0, g: 0, b: 128, a: 64 }) scene_sprites << world_hovered_sprite scene_sprites << @primitives.create_borders(world_hovered_sprite, border_width: 2, color: { r: 0, b: 255, g: 0, a: 200 }).values end if @selected_sprite sheet_id = @current_nodeset.id.to_sym if args.inputs.mouse.intersect_rect?(@current_nodeset) sprite = sprite_to_nodeset_rect(args.inputs.mouse, @selected_sprite, @current_nodeset) outputs[sheet_id].sprites << sprite outputs[sheet_id].sprites << sprite.merge(path: :pixel, r: 0, g: 255, b: 0, a: 30) outputs[sheet_id].sprites << @primitives.create_borders(sprite, border_width: 2, color: { r: 0, g: 100, b: 0, a: 255 }).values elsif @hovered_sprite.nil? && !args.inputs.mouse.intersect_rect?(@current_nodeset) screen_selected_sprite = (Camera.to_screen_space(state.camera, @selected_sprite.merge({x: @mouse_world_rect.x, y: @mouse_world_rect.y }))) scene_sprites << screen_selected_sprite scene_sprites << screen_selected_sprite.merge(path: :pixel, r: 255, g: 0, b: 0, a: 64) end end if @selected_node @selected_node.x = @mouse_world_rect.x @selected_node.y = @mouse_world_rect.y selected_node = (Camera.to_screen_space(state.camera, @selected_node)) scene_sprites << selected_node selected_node_bg = selected_node.merge({ path: :pixel, r: 0, g: 255, b: 0, a: 20 }) scene_sprites << @primitives.create_borders(selected_node_bg, border_width: 2, color: { r: 0, g: 255, b: 0, a: 255, }).values scene_sprites << selected_node_bg end outputs.sprites << [sprites, args.state.] outputs[:scene].sprites << scene_sprites end |
#render_active_tab(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 175 def render_active_tab(args) if @active_tab == :layer render_layer_tab(args) return end end |
#render_current_nodeset(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 916 def render_current_nodeset(args) @current_nodeset = @nodesets[@current_nodeset_index] render_sheet(@current_nodeset, args) text = "<" @previous_nodeset_button = @primitives.(args, id: :previous_nodeset_button, text: text, background: @palette.colors.dig(:neutral, :fill, :loud), text_color: @palette.colors.dig(:neutral, :on, :loud), ) @previous_nodeset_button = @previous_nodeset_button.merge({ id: :previous_nodeset_button, x: @current_nodeset.x, y: @current_nodeset.y - @previous_nodeset_button.h - 8, }) args.state. << @previous_nodeset_button text = ">" @next_nodeset_button = @primitives.(args, id: :next_nodeset_button, text: text, background: @palette.colors.dig(:neutral, :fill, :loud), text_color: @palette.colors.dig(:neutral, :on, :loud), ) @next_nodeset_button = @next_nodeset_button.merge({ id: :next_nodeset_button, x: @current_nodeset.x + @previous_nodeset_button.w + 4, y: @previous_nodeset_button.y, }) args.state. << @next_nodeset_button text = "Delete" @delete_nodeset_button = @primitives.(args, id: :delete_nodeset_button, text: text, background: @palette.colors.dig(:danger, :fill, :loud), text_color: @palette.colors.dig(:danger, :on, :loud), ) @delete_nodeset_button = @delete_nodeset_button.merge({ id: :add_nodeset_button, x: @menu.x + @menu.w - @delete_nodeset_button.w - 16, y: @next_nodeset_button.y, }) args.state. << @delete_nodeset_button text = "Create" @add_nodeset_button = @primitives.(args, id: :add_nodeset_button, text: text, background: @palette.colors.dig(:neutral, :fill, :loud), text_color: @palette.colors.dig(:neutral, :on, :loud), ) @add_nodeset_button = @add_nodeset_button.merge({ id: :add_nodeset_button, x: @delete_nodeset_button.x - @add_nodeset_button.w - 8, y: @next_nodeset_button.y, }) args.state. << @add_nodeset_button end |
#render_layer_tab(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 182 def render_layer_tab(args) sprites = [] labels = [] x_padding = 24 y_padding = 24 @layers.each_with_index do |layer, index| w, h = $gtk.calcstringbox(layer.name) container = { x: 20, y: 200 - index, h: h + y_padding, w: 380, path: :pixel, **@palette.colors.dig(:neutral, :fill, :loud) } label = { x: container.x + x_padding.div(2), y: container.y + container.h - y_padding.div(2), text: layer.name, primitive_marker: :label, **@palette.colors.dig(:neutral, :on, :loud) } sprites << container labels << label end args.outputs[:editor_menu].sprites.concat(sprites) args.outputs[:editor_menu].labels.concat(labels) end |
#render_menu(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 215 def (args) render_target = :editor_menu args.outputs[render_target].w = Camera::SCREEN_WIDTH / 3 args.outputs[render_target].h = Camera::SCREEN_HEIGHT args.outputs[render_target].background_color = [0, 255, 255, 255] = args.outputs[render_target] args.outputs[render_target].sprites << {x: .w - 3, y: 0, h: .h, w: 3, r: 0, g: 0, b: 0, a: 255} @spritesheet_menu_button = @primitives.(args, id: :spritesheet_menu_button, text: "Spritesheets", background: @palette.colors.dig(:neutral, :fill, :loud), text_color: @palette.colors.dig(:neutral, :on, :loud), ).merge({ x: 20, y: 360, }) @map_menu_button = @primitives.(args, id: :map_menu_button, text: "Map", background: @palette.colors.dig(:neutral, :fill, :loud), text_color: @palette.colors.dig(:neutral, :on, :loud), ).merge({ x: @spritesheet_menu_button.x + @spritesheet_menu_button.w + 10, y: @spritesheet_menu_button.y, }) @layer_menu_button = @primitives.(args, id: :layer_menu_button, text: "Layers", background: @palette.colors.dig(:neutral, :fill, :loud), text_color: @palette.colors.dig(:neutral, :on, :loud), ).merge({ x: @spritesheet_menu_button.x, y: @spritesheet_menu_button.y - @spritesheet_menu_button.h - 10, }) = [@map_menu_button, @spritesheet_menu_button, @layer_menu_button] Geometry.find_all_intersect_rect(args.inputs.mouse, ).each do || .merge!({ **@palette.colors.dig(:neutral, :fill, :normal) }) end args.state..concat() mouse = args.inputs.mouse if mouse.click && mouse.intersect_rect?(@spritesheet_menu_button) @next_view = :spritesheet end if mouse.click && mouse.intersect_rect?(@map_menu_button) @next_view = :map end if mouse.click && mouse.intersect_rect?(@layer_menu_button) @active_tab = :layer end args.outputs[render_target].sprites << @menu = {x: 0, y: 0, w: .w, h: .h, path: render_target} args.outputs.sprites << @menu end |
#render_pixel_grid(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 283 def render_pixel_grid(args) grid_border_size = 1 width = 1280 height = 1280 if Kernel.tick_count == 0 args.outputs[:grid].w = width args.outputs[:grid].h = height args.outputs[:grid].background_color = [0, 0, 0, 0] @grid = [] height.idiv(TILE_SIZE).each do |x| width.idiv(TILE_SIZE).each do |y| @grid << { line_type: :horizontal, x: x * TILE_SIZE, y: y * TILE_SIZE, w: TILE_SIZE, h: grid_border_size, r: 200, g: 200, b: 200, a: 255, primitive_marker: :sprite, path: :pixel } @grid << { line_type: :vertical, x: x * TILE_SIZE, y: y * TILE_SIZE, w: grid_border_size, h: TILE_SIZE, r: 200, g: 200, b: 200, a: 255, primitive_marker: :sprite, path: :pixel } end end end if !@show_grid # args.outputs[:grid].sprites.clear return end if args.state.camera && args.state.camera.scale != @current_scale @current_scale = args.state.camera.scale # if args.state.camera.scale <= 0.5 # args.outputs[:grid].sprites.clear # return # end if args.state.camera.scale < 1 border_size = (grid_border_size / args.state.camera.scale).ceil else border_size = grid_border_size end @grid_border_size = border_size @grid.each do |line| line.w = @grid_border_size if line[:line_type] == :vertical line.h = @grid_border_size if line[:line_type] == :horizontal end # Update the grid with new widths. args.outputs[:grid].sprites << @grid end args.state.grid_boxes ||= 10.flat_map do |x| 10.map do |y| { x: (x - 5) * 1280, y: (y - 5) * 1280, w: 1280, h: 1280, path: :grid, r: 0, b: 0, g: 0, a: 64 } end end args.outputs[:scene].sprites << args.state.grid_boxes.map do |rect| Camera.to_screen_space(args.state.camera, rect) end end |
#render_sheet(sheet, args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 845 def render_sheet(sheet, args) sheet_id = sheet.id.to_sym args.outputs[sheet_id].w = sheet.source_w args.outputs[sheet_id].h = sheet.source_h background_tiles = [] rows = sheet.source_h.idiv(TILE_SIZE) columns = sheet.source_w.idiv(TILE_SIZE) # For even columns, we need an extra column to make it odd and get the pattern. if columns.mod(2) <= 0 columns += 1 end count = 0 rows.times do |row| columns.times do |column| count += 1 x = column * TILE_SIZE y = row * TILE_SIZE background = (count % 2).to_i == 0 ? { r: 230, g: 230, b: 230 } : { r: 180, g: 180, b: 180 } background_tiles << { x: x, y: y, h: TILE_SIZE, w: TILE_SIZE, path: :pixel, }.merge!(background) end end _label_width, label_height = $gtk.calcstringbox(sheet.name) scaled_sheet = {x: sheet.x, y: sheet.y, w: sheet.source_w * EDITOR_TILE_SCALE, h: sheet.source_h * EDITOR_TILE_SCALE, path: sheet_id} scaled_sheet_border = { x: scaled_sheet.x - 2, y: scaled_sheet.y - 2, w: scaled_sheet.w + 4, h: scaled_sheet.h + 4, r: 0, g: 0, b: 0, a: 255, path: :pixel } label = { x: scaled_sheet_border.x, y: scaled_sheet_border.y - label_height - 40, text: sheet.name, size_enum: 2, } hovered_nodes = [] if @hovered_node && @view == :map highlighted_hovered_node = @hovered_node.merge({ path: :pixel, r: 0, b: 255, g: 0, a: 64 }) hovered_nodes << highlighted_hovered_node hovered_nodes.concat(@primitives.create_borders(highlighted_hovered_node, border_width: 2, color: { r: 0, g: 0, b: 255, a: 200, }).values) end # Always make background_tiles before sheet tiles. args.outputs[sheet_id].sprites.concat(background_tiles) args.outputs[sheet_id].sprites.concat(sheet.tiles) args.outputs.sprites.concat( [ scaled_sheet_border, scaled_sheet, ], ) args.outputs.sprites.concat(hovered_nodes) args.outputs.labels << [label] end |
#render_sprite_canvas(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 63 def render_sprite_canvas(args) to_render_target = ->(index) { ("__spritesheet_canvas__#{index}").to_sym } args.state.spritesheet_tiles = [] if !args.state.sprites args.state.spritesheet_target = [] @spritesheets.each_with_index do |spritesheet, index| render_target = to_render_target.call(index) args.outputs[render_target].w = spritesheet.w args.outputs[render_target].h = spritesheet.h args.outputs[render_target].background_color = [0, 0, 0, 0] args.outputs[render_target].sprites << spritesheet.tiles.map do |sprite| sprite.x = sprite.source_x sprite.y = sprite.source_y sprite.w = sprite.source_w sprite.h = sprite.source_h sprite.dup end end end return if @view != :spritesheet prev_x = ((Camera::SCREEN_WIDTH / -4)).ifloor(TILE_SIZE) y = 0 # (Camera::SCREEN_HEIGHT / -4) gap = TILE_SIZE # @rendered_spritesheets = [] @spritesheets.each_with_index do |spritesheet, index| render_target = to_render_target.call(index) if index > 0 prev_x += @spritesheets[index - 1].file_width + gap end spritesheet_rect = { x: prev_x, y: y, w: spritesheet.file_width, h: spritesheet.file_height, path: render_target } if Camera.(args.state.camera, spritesheet_rect) spritesheet_target = Camera.to_screen_space(args.state.camera, spritesheet_rect) label = { x: spritesheet_target.x, y: spritesheet_target.y - (8 * args.state.camera.scale).ceil, text: "#{spritesheet.name}", primitive_marker: :label, size_px: (16 * args.state.camera.scale).ceil } args.state.spritesheet_tiles.concat(spritesheet.tiles.map do |sprite| sprite = sprite.dup sprite.x = spritesheet_rect.x + (sprite.x) sprite.y = spritesheet_rect.y + (sprite.y) sprite end) args.outputs[:scene].sprites << [ spritesheet_target, @primitives.create_borders(spritesheet_target, border_width: 1, color: {r: 0, b: 0, g: 0, a: 255}).values ] args.outputs[:scene].labels << label end end end |
#render_tiles(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 50 def render_tiles(args) return if @view != :map state = args.state tiles = [] @layers.each do |layer| tiles_to_render = Camera.(state.camera, layer.tiles) tiles.concat(tiles_to_render.map { |m| Camera.to_screen_space(state.camera, m) }) end args.outputs[:scene].sprites << tiles end |
#reset_select ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 628 def reset_select @start_y = nil @start_x = nil @end_y = nil @end_x = nil @select_rect = nil end |
#save_nodesets ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 841 def save_nodesets $gtk.write_file("data/nodesets.json", SpriteKit::Serializer.to_json({ nodesets: @nodesets })) end |
#save_tiles(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 761 def save_tiles(args) contents = SpriteKit::Serializer.to_json({ layers: @layers }) $gtk.write_file("data/layers.json", contents) end |
#scale_nodeset(nodeset) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 806 def scale_nodeset(nodeset) nodeset.x = nodeset.source_x nodeset.y = ((nodeset.source_y) - (nodeset.source_h)) nodeset.h = nodeset.source_h * EDITOR_TILE_SCALE nodeset.w = nodeset.source_w * EDITOR_TILE_SCALE nodeset.scaled_tiles = nodeset.tiles.map do |tile| tile.merge({ x: nodeset.x + (tile.x * EDITOR_TILE_SCALE), y: nodeset.y + (tile.y * EDITOR_TILE_SCALE), w: tile.source_w * EDITOR_TILE_SCALE, h: tile.source_h * EDITOR_TILE_SCALE, }) end nodeset end |
#select_rect_to_tiles(args, tile_width: TILE_SIZE, tile_height: TILE_SIZE) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 726 def select_rect_to_tiles(args, tile_width: TILE_SIZE, tile_height: TILE_SIZE) select_rect = Camera.to_world_space(args.state.camera, @select_rect) select_rect.x = select_rect.x.ifloor(tile_width) select_rect.y = select_rect.y.ifloor(tile_height) select_rect end |
#sprite_to_nodeset_rect(mouse, sprite, nodeset) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1056 def sprite_to_nodeset_rect(mouse, sprite, nodeset) mouse_x = (mouse.x - nodeset.x) / EDITOR_TILE_SCALE mouse_y = (mouse.y - nodeset.y) / EDITOR_TILE_SCALE w = sprite.source_w h = sprite.source_h # prevent overflow right / left x = mouse_x.ifloor(TILE_SIZE).clamp(0, nodeset.w - w) # prevent overflow up / down. y = mouse_y.ifloor(TILE_SIZE).clamp(0, nodeset.h - h) sprite.merge({ x: x, y: y, w: w, h: h, }) end |
#switch_mode(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 504 def switch_mode(args) if args.state.text_fields.any? { |input| input.focussed? } return end if args.inputs.keyboard.key_down.n @current_nodeset_index += 1 if @current_nodeset_index > @nodesets.length - 1 @current_nodeset_index = 0 end end if args.inputs.keyboard.x @mode = :remove @selected_sprite = nil @selected_node = nil end if args.inputs.keyboard.s reset_select @mode = :select @selected_sprite = nil @selected_node = nil end if args.inputs.keyboard.a reset_select @mode = :add end if args.inputs.mouse.click && @hovered_sprite @mode = :add end if args.inputs.keyboard.key_down.g @show_grid = !@show_grid end if args.inputs.keyboard.key_down.escape reset_select @selected_node = nil @selected_sprite = nil @mode = :add end end |
#tick(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 136 def tick(args) args.state. ||= [] args.outputs.debug << @view.to_s args.outputs.debug << @mode.to_s args.outputs.debug << @active_tab (args) render_active_tab(args) render_pixel_grid(args) render_tiles(args) render_sprite_canvas(args) load_layers(args) if args.state.tick_count <= 0 render_current_nodeset(args) calc(args) render(args) (args) (args) switch_mode(args) transition_view(args) args.outputs.debug << "#{@selected_node}" args.outputs.debug << "#{@select_rect}" end |
#transition_view(args) ⇒ Object
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# File 'mygame/lib/sprite_kit/map_editor.rb', line 161 def transition_view(args) if @next_view && @next_view != @view @view = @next_view @next_view = nil @selected_sprite = nil @selected_node = nil @select_rect = nil args.state.camera.x = 0 args.state.camera.target_x = 0 args.state.camera.y = 0 args.state.camera.target_y = 0 end end |