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main.lua
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main.lua
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-- ______ _____ _______ _______ _______ _______ ______ _______ _______ _______ _______
--| | |_| | | __|_ _| ___| __ \ | | _ |_ _| ___|
--| ---| | | |__ | | | | ___| < | | | | | ___|
--|______|_______|_______|_______| |___| |_______|___|__|__|_|__|___|___| |___| |_______|
-- The animation editing tool for games in the CF Story series
-- The whole current cluster. AKA the project. This contains every animation.
cluster = { -- There's a reason it's called a "cluster".
---------------------------
---- Default animation ----
---------------------------
{
name = "New Animation",
frames = {
{ -- frame 1
sprites = {
{
id = "testSprite",
image = "spr_test",
-- image_base = "spr_test"
-- image_after = "elemental"
x = 0,
y = 0,
scalex = 1,
scaley = 1,
actions = {["scaleIncreaseOverTime"] = {2, 0, 0, 0, 0, 0, 0}}
}
},
},
{ -- frame 2
sprites = {
{
id = "testSprite",
image = "spr_test",
x = 64,
y = 0,
scalex = "noChange",
scaley = "noChange",
actions = {}
}
},
},
{ -- frame 3
sprites = {
{
id = "testSprite",
image = "spr_test",
x = -64,
y = 0,
scalex = "noChange",
scaley = "noChange",
actions = {}
}
},
},
{ -- frame 4
sprites = {
{
id = "testSprite",
image = "spr_test",
x = 0,
y = 0,
scalex = "noChange",
scaley = "noChange",
actions = {["scaleIncreaseOverTime"] = {0, 0, 0, 0, 0, 0, 0}}
}
},
},
},
},
}
console = {}
function debugConsole(message)
console[#console+1] = message
end
function love.load()
-- [VERSION] --
VERSION = "0.0.1"
VERSION_TITLE = "Nesh"
-- [LIBS] --
loveframes = require("libs.loveframes")
loveframes.SetState("start")
if love.system.getOS() == "OS X" then
debugConsole("Cannot Load LoveFS (ffs)")
else
require 'libs/lovefs/lovefs'
require 'libs/lovefs/loveframesDialog'
fsload = lovefs()
fssave = lovefs()
end
json = require("libs.json")
debugConsole("Clustermate Init")
love.graphics.setBackgroundColor(0.1, 0.1, 0.1, 1)
require("reqs")
--updateCallbacks = {}
--genSprites()
local savedState = "start"
end
function love.update(dt)
loveframes.update(dt)
--for i=0,#updateCallbacks do
-- updateCallbacks[i]()
--end
if loveframes.GetState() == "project" then
--- Project Update ---
-- Cam Movement
if love.keyboard.isDown('up') then
cameraY = cameraY - camSpeed
end
if love.keyboard.isDown('down') then
cameraY = cameraY + camSpeed
end
if love.keyboard.isDown('left') then
cameraX = cameraX - camSpeed
end
if love.keyboard.isDown('right') then
cameraX = cameraX + camSpeed
end
moveSpritesHeld()
spritesMouse()
end
end
function love.draw()
loveframes.draw()
consoleDraw()
drawSelection()
end
function love.mousepressed(x, y, button)
loveframes.mousepressed(x, y, button)
end
function love.mousereleased(x, y, button)
loveframes.mousereleased(x, y, button)
end
function love.keypressed(key, scancode, isrepeat)
loveframes.keypressed(key, isrepeat)
if loveframes.GetState() == "project" then
-- Increase Cam Speed
if key == '=' then
if camSpeed < 64 then
camSpeed = camSpeed + 8
end
end
-- Decrease Cam Speed
if key == '-' then
if camSpeed > 8 then
camSpeed = camSpeed - 8
end
end
-- Reset Cam Speed
if key == '0' then
camSpeed = 16
end
-- Increase Grid Subdivs
if key == ']' then
if gridSubdiv < 256 then
gridSubdiv = gridSubdiv * 2
bg:regenCanvas()
end
end
-- Decrease Grid Subdivs
if key == '[' then
if gridSubdiv > 8 then
gridSubdiv = gridSubdiv / 2
bg:regenCanvas()
end
end
-- Reset Grid Subdivs
if key == '\\' then
gridSubdiv = 32
bg:regenCanvas()
end
-- Debug Cam Return
if love.keyboard.isDown('lctrl') and key == 'r' then
cameraX = (gridLength/2)-(love.graphics.getWidth()/2)
cameraY = (gridHeight/2)-(love.graphics.getHeight()/2)
end
moveSpritesPressed(key)
end
if love.keyboard.isDown('lctrl') and key == 'escape' then
-- whoopsies
love.event.quit()
end
if love.keyboard.isDown('lctrl') and key == 'f' then
love.window.setFullscreen(not love.window.getFullscreen())
end
if love.keyboard.isDown('lctrl') and key == 'c' then
if loveframes.GetState() ~= "console" then
savedState = loveframes.GetState()
loveframes.SetState("console")
else
loveframes.SetState(savedState)
end
if savedState == "console" then
savedState = "project"
end
end
-- this is dumb
if loveframes.GetState() == "console" then
if key == "backspace" then
consoleString = consoleString:sub(1, -2)
end
if key == "return" then
processConsole()
end
if love.keyboard.isDown('lctrl') and key == 'v' then
consoleString = consoleString..love.system.getClipboardText()
end
end
end
function love.textinput(text)
loveframes.textinput(text)
if loveframes.GetState() == "console" and not love.keyboard.isDown('lctrl') then
consoleString = consoleString..text
end
end
function love.keyreleased(key)
loveframes.keyreleased(key)
end