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editor-engine.js
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// NOTE: The editor uses code from the main game's engine to test and render levels,
// so you won't find everything pertinent to the editor in this script.
clearInterval(interval);
document.getElementById("version").innerText = "Engine: " + version +"\n Editor: v1.2.0";
const
tools = document.getElementById("tools"),
deleteRadius = 30,
mousePos = document.getElementById("cursor");
download = $("#download"),
upload = $("#upload");
var
mouse = {
// downX : NaN,
// downY : NaN,
x : NaN,
y : NaN,
},
editing = true,
locker = 25;
canvas.addEventListener("mousedown", mouseDownHandler, false);
canvas.addEventListener("mousemove", mouseMoveHandler, false);
//canvas.addEventListener("mouseleave", mouseUpHandler, false);
canvas.addEventListener("mouseup", mouseUpHandler, false);
document.addEventListener("mouseup", mouseUpHandler, false);
download.onclick = () => {
var a = document.getElementById("a");
var output=JSON.stringify(levels[level]);
a.href = URL.createObjectURL(new Blob([output], {type: "text/json"}));
a.download = "level.json";
a.click();
}
function readFileContent(file) {
const reader = new FileReader();
return new Promise((resolve, reject) => {
reader.onload = event => resolve(event.target.result);
reader.onerror = error => reject(error);
reader.readAsText(file);
});
}
function placeFileContent(target, file) {
readFileContent(file).then(content => {
levels[0] = JSON.parse(content);
}).catch(error => console.log(error))
}
upload.onchange = () => {
const input = event.target
if ('files' in input && input.files.length > 0) {
placeFileContent(levels[0], input.files[0]);
}
}
function lockReplace(x) {
return Math.round(x / locker) * locker;
}
function mouseDownHandler(e) {
switch (tools.value) {
case "start":
if (e.shiftKey) {
var dist = Math.sqrt(((levels[level].start[0]+player.size[player.stage]/2) - lockReplace(e.offsetX)) ** 2 + ((levels[level].start[1]+player.size[player.stage]/2) - lockReplace(e.offsetY)) ** 2);
if (dist < deleteRadius) {
levels[level].start[0] = NaN;
levels[level].start[1] = NaN;
}
} else if (levels[level].start) {
levels[level].start[0] = lockReplace(e.offsetX)-player.size[player.stage]/2;
levels[level].start[1] = lockReplace(e.offsetY)-player.size[player.stage]/2;
}
break;
case "end":
if (e.shiftKey) {
var dist = Math.sqrt((levels[level].end[0] - lockReplace(e.offsetX)) ** 2 + (levels[level].end[1] - lockReplace(e.offsetY)) ** 2);
if (dist < deleteRadius) {
levels[level].end[0] = NaN;
levels[level].end[1] = NaN;
}
} else if (levels[level].end) {
levels[level].end[0] = lockReplace(e.offsetX);
levels[level].end[1] = lockReplace(e.offsetY);
}
break;
case "plat":
if (e.shiftKey) {
var closestBox = [];
for (var i = 0; i < levels[level].boxes.length; i++) {
var dist = Math.sqrt((levels[level].boxes[i][0] - lockReplace(e.offsetX)) ** 2 + (levels[level].boxes[i][1] - lockReplace(e.offsetY)) ** 2);
if (dist < deleteRadius && (dist < closestBox[1] || i == 0)) {
closestBox = [i, dist];
}
}
if (closestBox.length == 2) {levels[level].boxes.splice(closestBox[0], 1);}
} else if (levels[level].boxes) {
levels[level].boxes.unshift([lockReplace(e.offsetX), lockReplace(e.offsetY), 0]);
}
break;
case "lava":
if (e.shiftKey) {
var closestLava = [];
for (var i = 0; i < levels[level].lava.length; i++) {
var dist = Math.sqrt((levels[level].lava[i][0] - lockReplace(e.offsetX)) ** 2 + (levels[level].lava[i][1] - lockReplace(e.offsetY)) ** 2);
if (dist < deleteRadius && (dist < closestLava[1] || i == 0)) {
closestLava = [i, dist];
}
}
if (closestLava.length == 2) {levels[level].lava.splice(closestLava[0], 1);}
} else if (levels[level].lava) {
levels[level].lava.unshift([lockReplace(e.offsetX), lockReplace(e.offsetY), 0, 0]);
}
break;
case "keys":
if (e.shiftKey) {
var closestKey = [];
for (var i = 0; i < levels[level].keys.length; i++) {
var dist = Math.sqrt((levels[level].keys[i][0] - lockReplace(e.offsetX)) ** 2 + (levels[level].keys[i][1] - lockReplace(e.offsetY)) ** 2);
if (dist < deleteRadius && (dist < closestKey[1] || i == 0)) {
closestKey = [i, dist];
}
}
if (closestKey.length == 2) {levels[level].keys.splice(closestKey[0], 1);}
} else if (levels[level].keys) {
levels[level].keys.unshift([lockReplace(e.offsetX), lockReplace(e.offsetY)]);
}
break;
case "port":
if (e.shiftKey) {
var closestPort = [];
for (var i = 0; i < levels[level].portals.length; i++) {
var dist = Math.sqrt((levels[level].portals[i][0][0] - lockReplace(e.offsetX)) ** 2 + (levels[level].portals[i][0][1] - lockReplace(e.offsetY)) ** 2);
if (dist < deleteRadius && (dist < closestPort[1] || i == 0)) {
closestPort = [i, dist];
}
var dista = Math.sqrt((levels[level].portals[i][1][0] - lockReplace(e.offsetX)) ** 2 + (levels[level].portals[i][1][1] - lockReplace(e.offsetY)) ** 2);
if (dista < deleteRadius && (dista < closestPort[1] || i == 0)) {
closestPort = [i, dista];
}
}
if (closestPort.length == 2) {levels[level].portals.splice(closestPort[0], 1);}
} else if (levels[level].portals) {
levels[level].portals.unshift([[lockReplace(e.offsetX), lockReplace(e.offsetY)], [lockReplace(e.offsetX), lockReplace(e.offsetY)]]);
}
break;
}
editDraw();
}
function mouseMoveHandler(e) {
if (e.buttons == 1 && !e.shiftKey) {
switch (tools.value) {
case "plat":
if (levels[level].boxes.length > 0) {
levels[level].boxes[0][2] = lockReplace(e.offsetX) - levels[level].boxes[0][0];
holdingPlat = true;
}
break;
case "lava":
if (levels[level].lava.length > 0) {
levels[level].lava[0][2] = lockReplace(e.offsetX) - levels[level].lava[0][0];
levels[level].lava[0][3] = lockReplace(e.offsetY) - levels[level].lava[0][1];
holdingLava = true;
}
break;
case "port":
if (levels[level].portals.length > 0) {
levels[level].portals[0][1][0] = lockReplace(e.offsetX);
levels[level].portals[0][1][1] = lockReplace(e.offsetY);
holdingPort = true;
}
break;
}
}
mouse.x = e.offsetX;
mouse.y = e.offsetY;
mousePos.innerText = lockReplace(mouse.x) + ", " + lockReplace(mouse.y);
if (editing) editDraw();
}
function mouseUpHandler(e) {
if (!e.shiftKey && (holdingLava||holdingPlat||holdingPort)) {
var rect = canvas.getBoundingClientRect();
mouse.x = e.clientX - rect.left;
mouse.y = e.clientY - rect.top;
switch (tools.value) {
case "plat":
levels[level].boxes[0][2] = lockReplace(mouse.x) - levels[level].boxes[0][0];
if (levels[level].boxes[0][2] < 0) {
levels[level].boxes[0][0] += levels[level].boxes[0][2];
levels[level].boxes[0][2] = -levels[level].boxes[0][2]
}
if (levels[level].boxes[0][2] == 0) {
levels[level].boxes.shift();
}
break;
case "lava":
levels[level].lava[0][2] = lockReplace(mouse.x) - levels[level].lava[0][0];
levels[level].lava[0][3] = lockReplace(mouse.y) - levels[level].lava[0][1];
if (levels[level].lava[0][2] < 0) {
levels[level].lava[0][0] += levels[level].lava[0][2];
levels[level].lava[0][2] = -levels[level].lava[0][2]
}
if (levels[level].lava[0][3] < 0) {
levels[level].lava[0][1] += levels[level].lava[0][3];
levels[level].lava[0][3] = -levels[level].lava[0][3]
}
if (levels[level].lava[0][2] == 0 || levels[level].lava[0][3] == 0) {
levels[level].lava.shift();
}
break;
case "port":
levels[level].portals[0][1][0] = lockReplace(mouse.x);
levels[level].portals[0][1][1] = lockReplace(mouse.y);
break;
}
editDraw();
}
holdingLava = false, // these holding vars help determine if any of these are currently being added to the level (so it can make them translucent).
holdingPlat = false,
holdingPort = false;
}
function editDrawGrid() {
if (locker >= 5) {
ctx.lineWidth = 0.5;
ctx.strokeStyle = "#000";
for (var i = 0; i < canvas.width / locker; i++) {
ctx.beginPath();
ctx.moveTo(i * locker, 0);
ctx.lineTo(i * locker, canvas.height);
ctx.stroke();
ctx.closePath();
}
for (var i = 0; i < canvas.height / locker; i++) {
ctx.beginPath();
ctx.moveTo(0, i * locker);
ctx.lineTo(canvas.width, i * locker);
ctx.stroke();
ctx.closePath();
}
}
}
function editDrawGoal() { // draws the green goal semicircle
if (levels[level].end) {
ctx.beginPath();
ctx.strokeStyle = "green";
ctx.arc(levels[level].end[0], levels[level].end[1], goalRadius, 0, Math.PI * 2);
ctx.lineWidth = goalThickness;
ctx.stroke();
}
if (tools.value == "end") {
ctx.beginPath();
ctx.arc(lockReplace(mouse.x), lockReplace(mouse.y), goalRadius, 0, Math.PI * 2);
ctx.lineWidth = goalThickness;
ctx.strokeStyle = "green";
ctx.globalAlpha = 0.5;
ctx.stroke();
ctx.globalAlpha = 1;
}
}
function editDrawKeys() { // Draws the blue circular keys.
if (levels[level].keys) {
for (var i = 0; i < levels[level].keys.length; i++) {
ctx.beginPath();
ctx.arc(levels[level].keys[i][0], levels[level].keys[i][1], goalRadius, 0, Math.PI*2);
ctx.fillStyle = "yellow"
ctx.fill();
}
}
if (tools.value == "keys") {
ctx.beginPath();
ctx.arc(lockReplace(mouse.x), lockReplace(mouse.y), goalRadius, 0, Math.PI*2);
ctx.fillStyle = "yellow"
ctx.globalAlpha = 0.5;
ctx.fill();
ctx.globalAlpha = 1;
}
}
function editDrawSprite(obj) {
ctx.beginPath();
ctx.rect(levels[level].start[0], levels[level].start[1], obj.size[obj.stage], obj.size[obj.stage]);
ctx.rect(levels[level].start[0], levels[level].start[1] - canvas.height, obj.size[obj.stage], obj.size[obj.stage]);
ctx.fillStyle = obj.color;
ctx.fill();
if (tools.value == "start") {
ctx.beginPath();
ctx.rect(lockReplace(mouse.x-obj.size[obj.stage]/2), lockReplace(mouse.y-obj.size[obj.stage]/2), obj.size[obj.stage], obj.size[obj.stage]);
ctx.rect(lockReplace(mouse.x-obj.size[obj.stage]/2), lockReplace(mouse.y-obj.size[obj.stage]/2) - canvas.height, obj.size[obj.stage], obj.size[obj.stage]);
ctx.fillStyle = obj.color;
ctx.globalAlpha = 0.5;
ctx.fill();
ctx.globalAlpha = 1;
}
}
function editDrawHint() {
ctx.beginPath();
ctx.fillStyle = "black";
ctx.font = "15px Courier";
if (levels[level].text) {
ctx.fillText("> L" + level + ": " + levels[level].text + "_", 75, 75);
}
else {
ctx.fillText("> L" + level, 75, 75);
}
ctx.closePath();
}
function editDraw() {
ctx.clearRect(0, 0, canvas.width, canvas.height)
if (editing) editDrawGrid();
drawBlocks();
editDrawGoal();
editDrawKeys();
drawPortals();
editDrawSprite(player);
drawLava();
editDrawHint();
}
editDraw();
function togglePause() {
editing = !editing;
if (editing) {
clearInterval(interval);
editDraw();
}
else {
interval = setInterval(main, 12);
ctx.clearRect(0, 0, canvas.width, canvas.height);
init();
}
}
function finishLevel() { // Checks if the player has gotten to the end of the level
if (levels[level].end) {
allKeys = true;
for (var i of keysCollected) { // have all the keys been collected?
if (i == false) {allKeys = false}
}
if (allKeys) {
var x = player.x + player.size[player.stage] / 2 - levels[level].end[0];
var y = player.y + player.size[player.stage] / 2 - levels[level].end[1];
if (Math.sqrt(x ** 2 + y ** 2) < player.size[player.stage] / 2 + goalRadius) {
init();
}
}
}
}