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leveleditor.lua
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leveleditor.lua
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require "menu"
-- menu select
local editorMode = {
menu = 1,
editor = 2,
select = 3,
userLevel = 4
}
local editorModeChoice = editorMode.menu
-- in editor
local inEditMode = {
pattern = 1,
starting = 2
}
local inEditChoice = inEditMode.pattern
-- menu for the editor
local menu = menu.createMenu({"NEW", "PLAY", "EDIT", "BACK"})
local function initLevelEditor()
end
-----------------------------------
-- Level editor update functions --
-----------------------------------
-- update the menu
local function updateMenu(dt)
end
-- update the editor
local function updateLevelEditor(dt)
end
-- update the level menu
local function updateLevelSelect(dt)
end
-- update the current user level in play
local function updateUserLevel()
end
-- general update function
local function update(dt)
if (editorModeChoice == editorMode.menu) then
updateMenu(dt)
elseif (editorModeChoice == editorMode.editor) then
elseif (editorModeChoice == editorMode.select) then
elseif (editorModeChoice == editorMode.userLevel) then
end
end
---------------------------------
-- Level editor draw functions --
---------------------------------
-- draw the menu
local function drawMenu()
love.graphics.setColor(255, 255, 255, 255)
love.graphics.rectangle("fill", 90, 20, 140, 200)
dingoo_font.dingPrint(font_normal, 'NEW', 123, 35)
dingoo_font.dingPrint(font_normal, 'PLAY', 123, 69)
dingoo_font.dingPrint(font_normal, 'EDIT', 123, 103)
dingoo_font.dingPrint(font_normal, 'BACK', 123, 137)
end
-- draw the level editor
local function drawLevelEditor()
end
-- draw the select menu level
local function drawLevelSelect()
end
-- draw the user level in play
local function drawUserLevel()
end
-- general draw function
local function draw()
if (editorModeChoice == editorMode.menu) then
drawMenu()
elseif (editorModeChoice == editorMode.editor) then
elseif (editorModeChoice == editorMode.select) then
elseif (editorModeChoice == editorMode.userLevel) then
end
end
--------------------------
-- Level file functions --
--------------------------
-- save the current level in editor with level name
local function saveLevel(levelName)
end
-- load the level with given level name
local function loadLevel(levelName)
end
-- return a list of all user created levels
local function getAllLevels()
end
-------------------------------------
-- level editor keyboard functions --
-------------------------------------
local function keyReleased(key)
end
-- package
leveleditor = {
draw = draw,
update = update,
keyReleased = keyReleased
}