RapidGameFramework
Reusable Godot managers for data-driven small games
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level_editor_manager.gd File Reference

Reusable data operations for JSON level editors. More...

Go to the source code of this file.

Namespaces

namespace  level_editor_manager
 

Variables

 level_editor_manager.int
 
 level_editor_manager.Array
 
 level_editor_manager.max_entries
 
 level_editor_manager.row = row.substr(0, width)
 
 level_editor_manager.layers = get_layers(result)
 
 level_editor_manager.legacy_tiles
 
 level_editor_manager.rows
 
 level_editor_manager.dimensions
 
 level_editor_manager.result
 
 level_editor_manager.layer
 
 level_editor_manager.layer_index = clampi(layer_index, 0, layers.size() - 1)
 
 level_editor_manager.start_row
 
 level_editor_manager.target_tile
 
 level_editor_manager.Vector2i
 
 level_editor_manager.key
 
 level_editor_manager.index
 
 level_editor_manager.place
 
 level_editor_manager.erase
 
 level_editor_manager.tool
 
 level_editor_manager.save
 
 level_editor_manager.palette
 

Detailed Description

Reusable data operations for JSON level editors.

This manager owns the non-visual editing behavior shared by maker-style tools: history stacks, layer row normalization, tile painting, erasing, flood fill, eyedropper selection, palette visibility rules, tool cycling, and compact input hint descriptors. Scenes remain responsible for drawing and widgets.

Definition in file level_editor_manager.gd.