Commit
the-way-out
v0.2.11
modified CHANGELOG.md
@@ -1,5 +1,17 @@
# CHANGELOG
## v0.2.11
Maintenance release. No gameplay, tools, or save-file format changes;
existing saves and custom levels load as-is.
### Repo
- Level editor: six source comments described the palette's
variant-step buttons as `◄ ►`, but the buttons render — by design —
as ASCII `<` `>` (the bundled pixel font has no arrow glyphs).
Comments corrected to match the code; no runtime change.
## v0.2.10
A level-editor polish release. No gameplay or save-file format
modified VERSION
@@ -1 +1 @@
v0.2.10
v0.2.11
modified editor.py
@@ -12,7 +12,7 @@ Layout (anchored to the screen size, scales with it):
* **Palette** on the right: a narrow strip of tile thumbnails grouped
by category (terrain, special, hazard, enemy, prop). Click to select.
A preview panel below the grid shows the selected tile at a large
size; its ◄ ► buttons (or the mouse wheel) cycle the variant.
size; its < > buttons (or the mouse wheel) cycle the variant.
* **Toolbar** at the bottom: file name (click to rename), grid size,
Save / Test / Clear buttons.
@@ -74,7 +74,7 @@ class LevelEditor:
CELL = 44
CELL_GAP = 6
# Selected-tile preview panel: a large sprite plus the ◄ ► buttons
# Selected-tile preview panel: a large sprite plus the < > buttons
# that step its variant.
PREVIEW_SIZE = 64
VARIANT_BTN = 30
@@ -363,7 +363,7 @@ class LevelEditor:
# out of range silently.
self.selected_variant = 1
return
# ◄ ► buttons under the preview panel step the variant the
# < > buttons under the preview panel step the variant the
# same way the wheel does (_cycle_variant no-ops when the
# selected tile has only one variant).
if self._variant_btn_rects['prev'].collidepoint(mx, my):
@@ -742,7 +742,7 @@ class LevelEditor:
self._palette_info_y = y + 6
# Panel geometry: a PREVIEW_SIZE sprite centred in the panel,
# flanked by the ◄ ► variant buttons. _draw_palette mirrors
# flanked by the < > variant buttons. _draw_palette mirrors
# these offsets for the cosmetic parts (name, separator, text).
iy = self._palette_info_y
ix = self.palette_rect.left + self.PALETTE_PAD
@@ -797,7 +797,7 @@ class LevelEditor:
pygame.draw.rect(screen, border, rect, 2, border_radius=6)
# Selected-tile preview panel — name, a thin separator, a large
# sprite flanked by the ◄ ► variant buttons, the variant counter,
# sprite flanked by the < > variant buttons, the variant counter,
# then a short description. Same flat visual language as the
# CharacterMenu stat block. The buttons step the variant like the
# wheel; they grey out for single-variant tiles.
@@ -825,7 +825,7 @@ class LevelEditor:
if preview is not None:
screen.blit(preview, (sx, sy))
# ◄ ► variant buttons — interactive only for multi-variant tiles.
# < > variant buttons — interactive only for multi-variant tiles.
has_variants = spec.variant_count > 1
for key, glyph in (('prev', "<"), ('next', ">")):
rect = self._variant_btn_rects[key]