moved debug to scene

This commit is contained in:
pennyrigate 2023-01-07 14:23:37 -05:00
parent 42acd93b1d
commit 56d03ac23d
4 changed files with 122 additions and 25 deletions

11
game.gd
View file

@ -109,17 +109,6 @@ func _process(delta):
#CRT FILTER #CRT FILTER
if Input.is_action_just_pressed("crt"): if Input.is_action_just_pressed("crt"):
viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled")) viewport_container.material.set_shader_param("enabled",!viewport_container.material.get_shader_param("enabled"))
#Restart scene
if Input.is_action_just_pressed("debug_restart"):
if Game.score > Game.high_score: Game.high_score = Game.score
Game.score = 0
Game.golds = 0
Game.stars = [false,false,false,false,false]
Game.shards = 0
Game.arrows = 0
Game.lives = 2
Game.ac_climb.stop()
get_tree().reload_current_scene()
#Fullscreen #Fullscreen
if Input.is_action_just_pressed("fullscreen"): if Input.is_action_just_pressed("fullscreen"):
print(fullscreen) print(fullscreen)

115
objects/debug.tscn Normal file
View file

@ -0,0 +1,115 @@
[gd_scene load_steps=4 format=2]
[sub_resource type="GDScript" id=5]
script/source = "extends CanvasLayer
#Console by hazel
export var max_lines: int = 10
export var opacity: float = 0.5
onready var console: Label = $Console
onready var line_edit = $LineEdit
var lines: int = 0
var time: float = 0.0
var n: int = 0
var debug = false
func _ready():
#Auto do debug when playtesting
if not OS.is_debug_build():
console.visible = false
debug = false
else:
console.visible = false
debug = true
$Console/Panel.modulate.a = opacity
console.modulate.a = opacity
func _physics_process(delta):
#DEBUG
if debug == true:
#Show console
if Input.is_action_just_pressed(\"debug_show\"):
console.visible = !console.visible
#Restart scene
if Input.is_action_just_pressed(\"debug_restart\"):
if Game.score > Game.high_score: Game.high_score = Game.score
Game.score = 0
Game.golds = 0
Game.stars = [false,false,false,false,false]
Game.shards = 0
Game.arrows = 0
Game.lives = 2
Game.ac_climb.stop()
get_tree().reload_current_scene()
#Move player to mouse
if Input.is_action_pressed(\"debug_move_player\"):
Game.get_map().get_node(\"Player\").position = get_viewport().get_mouse_position()
Debug.print(get_viewport().get_mouse_position())
#Debug 1
if Input.is_action_just_pressed(\"debug_1\"):
Game.save()
#Debug 2
if Input.is_action_just_pressed(\"debug_2\"):
var save = ConfigFile.new()
save.load(str(\"user://file\") + str(1) + str(\".pr\"))
Game.score = save.get_value(str(Game.current_level),\"Score\",0)
func print(text):
lines += 1
if lines > 1:
console.text += \"\\n\"
if lines > 10:
var n = console.text.find(\"\\n\")
var t = console.text
t.erase(0, n+1)
lines -= 1
console.text = t + str(text)
else:
console.text += str(text)
func _on_visible_toggled(button_pressed):
if button_pressed:
console.visible = true
else:
console.visible = false
"
[sub_resource type="InputEventAction" id=4]
action = "toggle_console"
[sub_resource type="ShortCut" id=3]
shortcut = SubResource( 4 )
[node name="Debug" type="CanvasLayer"]
layer = 128
script = SubResource( 5 )
[node name="Console" type="Label" parent="."]
anchor_right = 1.0
margin_bottom = 14.0
size_flags_vertical = 0
[node name="Panel" type="Panel" parent="Console"]
show_behind_parent = true
anchor_right = 1.0
anchor_bottom = 1.0
[node name="VisibleToggle" type="CheckBox" parent="."]
visible = false
anchor_left = 1.0
anchor_right = 1.0
margin_left = -22.0
margin_top = 173.0
margin_right = 57.0
margin_bottom = 197.0
pressed = true
shortcut = SubResource( 3 )
text = "Console"
[connection signal="toggled" from="VisibleToggle" to="." method="_on_visible_toggled"]

View file

@ -74,8 +74,6 @@ func _physics_process(delta):
velocity.y = 0 velocity.y = 0
#Apply velocity #Apply velocity
move_and_slide(velocity,Vector2.UP) move_and_slide(velocity,Vector2.UP)
#Debug
debug()
func _process_idle(): func _process_idle():
if anims.get_current_animation() != "idle": anims.play("idle") if anims.get_current_animation() != "idle": anims.play("idle")
@ -253,7 +251,7 @@ func die():
Game.arrows = 0 Game.arrows = 0
Game.lives = 2 Game.lives = 2
Game.ac_climb.stop() Game.ac_climb.stop()
get_tree().reload_current_scene() Game.change_map(load("res://maps/map01.tscn"))
func _on_AnimationPlayer_animation_finished(anim_name): func _on_AnimationPlayer_animation_finished(anim_name):
@ -273,14 +271,3 @@ func _on_AnimationPlayer_animation_finished(anim_name):
else: else:
current_state = State.FALL current_state = State.FALL
return return
func debug():
#Move player to mouse
if Input.is_action_pressed("debug_move_player"):
position = get_viewport().get_mouse_position()
print(get_viewport().get_mouse_position())
if Input.is_action_just_pressed("debug_1"):
Game.save()
if Input.is_action_just_pressed("debug_2"):
var save = ConfigFile.new()
save.load(str("user://file") + str(1) + str(".pr"))
Game.score = save.get_value(str(Game.current_level),"Score",0)

View file

@ -17,6 +17,7 @@ config/icon="res://icon.png"
[autoload] [autoload]
Game="*res://game.tscn" Game="*res://game.tscn"
Debug="*res://objects/debug.tscn"
[display] [display]
@ -108,6 +109,11 @@ debug_2={
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":50,"physical_scancode":0,"unicode":0,"echo":false,"script":null) "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":50,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
] ]
} }
debug_show={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":72,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
]
}
[physics] [physics]