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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(lev:TLevel) Abstract
Method SetInfo(w:TLabel) Abstract
Method Snap() 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
Method DrawCoord(x:Int, y:Int)
GameGFX.font.Draw(x+","+y,0,0)
End Method
Method DoubleString:String(v:Double)
Local s:String=v
If s.Find(".")<>-1
While s.length>1 And s[s.length-1]=Asc("0")
s=s[..s.length-1]
Wend
While s.length>1 And s[s.length-1]=Asc(".")
s=s[..s.length-1]
Wend
EndIf
Return s
End Method
Method BoolString:String(b:Int)
If b
Return "Yes"
Else
Return "No "
EndIf
End Method
Method CalcSnap:Int(p:Int)
Return (p+Designer.GRID/2-1)/Designer.GRID*Designer.GRID-1
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()
SetColor(255,255,255)
If g.friendly
DrawImage(GameGFX.collector,g.x,g.y)
Else
DrawImage(GameGFX.star,g.x,g.y)
EndIf
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)
DrawCoord(x,y)
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.SetFloat(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.ToDouble()
EndIf
End Method
Method Save(lev:TLevel)
lev.grav.AddLast(g)
End Method
Method SetInfo(w:TLabel)
w.text="Friendly:" + BoolString(g.friendly) + " Inverse gravity:" + BoolString(g.repel) + " Mass: " + DoubleString(g.mass)
End Method
Method Snap()
g.x=CalcSnap(g.x)
g.y=CalcSnap(g.y)
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
no.l.circle=lp.circle
no.l.circvel=lp.circvel
Return no
End Function
Method Draw()
SetColor(255,128,128)
If l.circle
DrawLine(l.x1,l.y1,l.x2,l.y1)
Local p:TAlgoPoint[]=DoCircle(l.x1,l.y1,Abs(l.x2-l.x1))
For Local f:Int=0 To 359
Local nf:Int=(f+1) Mod 360
DrawLine(p[f].x,p[f].y,p[nf].x,p[nf].y)
Next
Else
Local lp:TList=DoLine(l.x1,l.y1,l.x2,l.y2)
For Local p:TAlgoPoint=EachIn lp
Plot(p.x,p.y)
Next
EndIf
Local lp:TList=CreateList()
l.CreatePoints(lp)
For Local p:TPoint=EachIn lp
SetColor(0,255,0)
DrawLine(p.x,p.y,p.x+p.v.x*10,p.y+p.v.y*10)
SetColor(128,128,255)
DrawImage(GameGFX.point,p.x,p.y)
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 l.circle
If InSelBox(x,y,l.x1,l.y1)
over_p1=True
Return True
EndIf
If InSelBox(x,y,l.x2,l.y1)
over_p1=False
Return True
EndIf
Else
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
EndIf
Return False
End Method
Method Drag(x:Int, y:Int)
Local cx:Int=x
Local cy:Int=y
If l.circle
If over_p1
Local diff:Int=l.x2-l.x1
l.x1=x
l.y1=y
l.x2=l.x1+diff
l.y2=l.y1
Else
l.x2=x
l.y2=l.y1
cy=l.y2
EndIf
Else
If over_p1
l.x1=x
l.y1=y
Else
l.x2=x
l.y2=y
EndIf
EndIf
DrawCoord(cx,cy)
End Method
Method Edit()
Designer.pd_gap.text = l.gap
Designer.pd_vx.SetFloat(l.v.x)
Designer.pd_vy.SetFloat(l.v.y)
Designer.pd_circle.checked = l.circle
Designer.pd_circvel.SetFloat(l.circvel)
If GUIDialog(Designer.pdialog,Designer.pd_ok,Designer.pd_cancel,GameGFX.pointer)
l.gap = Max(1,Designer.pd_gap.text.ToInt())
l.v.x = Designer.pd_vx.text.ToDouble()
l.v.y = Designer.pd_vy.text.ToDouble()
l.circle = Designer.pd_circle.checked
l.circvel = Designer.pd_circvel.text.ToDouble()
EndIf
End Method
Method Save(lev:TLevel)
lev.point.AddLast(l)
End Method
Method SetInfo(w:TLabel)
If l.circle
w.text="Gap:" + l.gap + " DX: " + DoubleString(l.v.x) + " DY: " + DoubleString(l.v.y) + " Angular velocity: " + DoubleString(l.circvel)
Else
w.text="Gap:" + l.gap + " DX: " + DoubleString(l.v.x) + " DY: " + DoubleString(l.v.y)
EndIf
End Method
Method Snap()
If l.circle
If over_p1
l.x1=CalcSnap(l.x1)
l.y1=CalcSnap(l.y1)
Else
l.x2=CalcSnap(l.x2)
l.y1=CalcSnap(l.y1)
l.y2=l.y1
EndIf
Else
If over_p1
l.x1=CalcSnap(l.x1)
l.y1=CalcSnap(l.y1)
Else
l.x2=CalcSnap(l.x2)
l.y2=CalcSnap(l.y2)
EndIf
EndIf
End Method
End Type
' **** Globals
'
' This type acts as a namespace for global variables
'
Type Designer
Const TEXTX:Int=100
Const GRID:Int=20
Global init:Int=False
Global obj:TList
Global levelset:TLevelSet
Global level:TLevel
Global done:Int
Global levelindex:Int
Global gui:TGUIHandler
Global fname_txt:TText
Global fname_load:TButton
Global fname_save:TButton
Global fname_new:TButton
Global setname_txt:TText
Global levname_txt:TText
Global levadd_but:TButton
Global levins_but:TButton
Global levdel_but:TButton
Global levnum:TNumberInt
Global info:TLabel
Global hide_check:TCheckbox
Global grid_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_circle:TCheckbox
Global pd_circvel:TText
Global pd_ok:TButton
Global pd_cancel:TButton
Global ldialog:TGUIHandler
Global ld_invert:TCheckbox
Global ld_placefriend:TCheckbox
Global ld_maxmass:TText
Global ld_winpercent:TText
Global ld_timer:TText
Global ld_placemass:TText
Global ld_ok:TButton
Global ld_cancel:TButton
Function Initialise()
If Not init
Local l:TLabel
Local p:TPanel
obj = CreateList()
levelset = New TLevelSet
level = New TLevel
levelindex = 0
gui = TGUIHandler.Create()
TLabel.Create(gui,0,0,"File")
fname_txt = TText.Create(gui,TEXTX,0,"Default.ppinch",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)
fname_new = TButton.Create(gui,fname_save.x+fname_save.w+10,0,50,fname_load.h,"New",NewCallback)
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)
l = TLabel.Create(gui,0,35,"Level:")
levnum = TNumberInt.Create(gui,l.x+l.w+10,35,LevelNumberCallback)
levnum.value = 0
levnum.change = 1
levnum.minval = 0
levnum.maxval = 0
info = TLabel.Create(gui,0,50,"")
hide_check = TCheckbox.Create(gui,750,0,"Hide",HideCallback)
grid_check = TCheckbox.Create(gui,750,15,"Grid")
grid_check.checked=True
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,-1,400,200)
l = TLabel.Create(pdialog,p.x+5,p.y+10,"Gap per point:")
pd_gap = TText.Create(pdialog,l.x+l.w+10,l.y,"",30,TText.NUMERIC|TText.INTEGER|TText.POSITIVE)
l = TLabel.Create(pdialog,p.x+5,p.y+30,"Initial dx:")
pd_vx = TText.Create(pdialog,l.x+l.w+10,l.y,"",30,TText.NUMERIC)
l = TLabel.Create(pdialog,p.x+5,p.y+50,"Initial dy:")
pd_vy = TText.Create(pdialog,l.x+l.w+10,l.y,"",30,TText.NUMERIC)
pd_circle = TCheckbox.Create(pdialog,p.x+5,p.y+70,"Circle?")
l = TLabel.Create(pdialog,p.x+5,p.y+90,"Circular velocity:")
pd_circvel = TText.Create(pdialog,l.x+l.w+10,l.y,"",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)
ldialog = TGUIHandler.Create()
p = TPanel.Create(ldialog,-1,-1,400,200)
ld_invert = TCheckbox.Create(ldialog,p.x+5,p.y+10,"Inverse gravity for dropped masses?")
ld_placefriend = TCheckbox.Create(ldialog,p.x+5,p.y+30,"Dropped masses are collectors (friendly)?")
l = TLabel.Create(ldialog,p.x+5,p.y+50,"Max Dropped Masses:")
ld_maxmass = TText.Create(ldialog,l.x+l.w+10,l.y,"",2,TText.NUMERIC|TText.INTEGER|TText.POSITIVE)
l = TLabel.Create(ldialog,p.x+5,p.y+70,"Win percentage:")
ld_winpercent = TText.Create(ldialog,l.x+l.w+10,l.y,"",3,TText.NUMERIC|TText.INTEGER|TText.POSITIVE)
l = TLabel.Create(ldialog,p.x+5,p.y+90,"Timer (roughly seconds):")
ld_timer = TText.Create(ldialog,l.x+l.w+10,l.y,"",3,TText.NUMERIC|TText.INTEGER|TText.POSITIVE)
l = TLabel.Create(ldialog,p.x+5,p.y+110,"Placed mass:")
ld_placemass = TText.Create(ldialog,l.x+l.w+10,l.y,"",20,TText.NUMERIC|TText.POSITIVE)
ld_ok = TButton.Create(ldialog,p.x+5,p.y+p.h-25,p.w/2-10,20,"OK",Null)
ld_cancel = TButton.Create(ldialog,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
LoadLevel()
End Function
Function LoadLevel()
setname_txt.text = levelset.name
level = TLevel(ListAt(levelset.level,levelindex).Value())
levname_txt.text = level.name
obj.Clear()
For Local o:Object=EachIn level.grav
obj.AddLast(TDesGrav.CreateFromLevel(o))
Next
For Local o:Object=EachIn level.point
obj.AddLast(TDesPoint.CreateFromLevel(o))
Next
End Function
Function SaveLevel()
levelset.name = setname_txt.text
level.name = levname_txt.text
level.grav.Clear()
level.point.Clear()
For Local o:TDesObj=EachIn obj
o.Save(level)
Next
End Function
Function EditLevelSettings()
ld_invert.checked = level.invmass
ld_placefriend.checked = level.placefriend
ld_maxmass.text = level.maxmass
ld_winpercent.text = level.winpercent
ld_timer.text = level.timer
ld_placemass.SetFloat(level.placemass)
If GUIDialog(ldialog,ld_ok,ld_cancel,GameGFX.pointer)
level.invmass = ld_invert.checked
level.placefriend= ld_placefriend.checked
level.maxmass = ld_maxmass.text.ToInt()
level.winpercent = Max(0,Min(100,ld_winpercent.text.ToInt()))
level.timer = ld_timer.text.ToInt()
level.placemass = ld_placemass.text.ToDouble()
EndIf
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 Designer.grid_check.checked
For Local x:Int=-400 To 400 Step 20
If x=0
SetColor(50,50,255)
Else
SetColor(50,50,128)
EndIf
DrawLine(399+x,0,399+x,599)
Next
For Local y:Int=-300 To 300 Step 20
If y=0
SetColor(50,50,255)
Else
SetColor(50,50,128)
EndIf
DrawLine(0,299+y,799,299+y)
Next
EndIf
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.SetInfo(Designer.info)
sel.DrawSelect()
EndIf
If drag
sel.Drag(x,y)
EndIf
If KeyHit(KEY_MOUSERIGHT)
If sel<>Null
Select GUIMenu("Object Menu",["Edit","Snap to grid","Delete"],x,y,GameGFX.pointer)
Case 0
sel.Edit()
Case 1
sel.Snap()
Case 2
Designer.obj.Remove(sel)
End Select
Else
Select GUIMenu("Create Menu",["Create Gravity Point","Create Particle Line","Edit Level Settings"],x,y,GameGFX.pointer)
Case 0
Designer.obj.AddLast(TDesGrav.Create(x,y))
Case 1
Designer.obj.AddLast(TDesPoint.Create(x,y))
Case 2
Designer.EditLevelSettings()
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 ListAt:TLink(l:TList, i:Int)
Local tl:TLink=l.FirstLink()
While i>0 And tl<>Null
i:-1
tl=tl.NextLink()
Wend
Return tl
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)
Designer.SaveLevel()
Local g:TGame=TGame.Create(Designer.level)
Local res:Int=TGame.LEVEL_NOTOVER
While res<>TGame.LEVEL_FINISHED And res<>TGame.LEVEL_CANCELLED
Cls
res=g.Play()
SetColor(255,255,255)
DrawImage(GameGFX.pointer,MouseX(),MouseY())
FlushMem
Flip
Wend
FlushKeys()
End Function
Function CheckCallback(w:TWidget)
Designer.SaveLevel()
Local s:String="The following problems were found:"
Local ok:Int=True
Local m:TList=CreateList()
Local p:TList=CreateList()
Designer.level.CreatePlayfield(m,p)
If m.Count()+Designer.level.maxmass>MAX_GRAV
ok=False
s:+"|Too many masses (combining placed and dropped)"
EndIf
Local friends:Int=(Designer.level.placefriend And Designer.level.maxmass>0)
If Not friends
For Local gp:TMass=EachIn m
If gp.friend
friends=True
EndIf
Next
EndIf
If Not friends
ok=False
s:+"|No collector masses (no particles can be captured by player)"
EndIf
If p.Count()>MAX_POINT
ok=False
s:+"|Too many points (" + p.Count() + " -- maximum is " + MAX_POINT
EndIf
If p.Count()=0
ok=False
s:+"|No particles to collect!"
EndIf
If Not ok
GUINotify(s,GameGFX.pointer)
Else
GUINotify("Level is valid",GameGFX.pointer)
EndIf
End Function
Function LoadCallback(w:TWidget)
Try
If GUIYesNo("Overwrite current level set?",GameGFX.pointer)
Local load:TLevelSet=TLevelSet.Load(Designer.fname_txt.text)
Designer.levelset=load
Designer.levelindex=0
Designer.levnum.maxval=Designer.levelset.level.Count()-1
Designer.levnum.value=0
Designer.LoadLevel()
EndIf
Catch e:TLevelException
GUINotify("Failed to load '" + Designer.fname_txt.text + "'||"+e.message,GameGFX.pointer)
EndTry
End Function
Function SaveCallback(w:TWidget)
Designer.SaveLevel()
If Not Designer.levelset.Save(Designer.fname_txt.text)
GUINotify("Failed to save '" + Designer.fname_txt.text + "'",GameGFX.pointer)
Else
GUINotify("'" + Designer.fname_txt.text + "' saved OK",GameGFX.pointer)
EndIf
End Function
Function NewCallback(w:TWidget)
If GUIYesNo("Lose current level set?",GameGFX.pointer)
Designer.levelindex=0
Designer.levnum.maxval=0
Designer.levelset=New TLevelSet
Designer.levelset.level.AddLast(New TLevel)
Designer.fname_txt.text="Untitled.ppinch"
Designer.LoadLevel()
EndIf
End Function
Function LevelNumberCallback(w:TWidget)
Local c:TNumberInt=TNumberInt(w)
Designer.SaveLevel()
Designer.levelindex=c.value
Designer.LoadLevel()
End Function
Function AddLevelCallback(w:TWidget)
Designer.levelset.level.AddLast(New TLevel)
Designer.levnum.maxval=Designer.levelset.level.Count()-1
End Function
Function InsertLevelCallback(w:TWidget)
Designer.SaveLevel()
Local l:TLink=ListAt(Designer.levelset.level,Designer.levelindex)
Designer.levelset.level.InsertBeforeLink(New TLevel,l)
Designer.levnum.maxval=Designer.levelset.level.Count()-1
Designer.LoadLevel()
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)
ListAt(Designer.levelset.level,Designer.levelindex).Remove()
If Designer.levelindex>=Designer.levelset.level.Count()
Designer.levelindex:-1
Designer.levnum.value=Designer.levelindex
EndIf
Designer.levnum.maxval=Designer.levelset.level.Count()-1
Designer.LoadLevel()
EndIf
End Function
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