extends CanvasLayer #Console by hazel #Const const ENTRY_SEQUENCE = ["4", "1", "5"] #Export #Onready onready var code_label = $CheatLabel ##Runtime var lines: int = 0 var time: float = 0.0 var n: int = 0 var debug = false var allow_sword = false var moon_jump = false var cfox_mode = false var infinite_arrows = false # cheat code entry var entry_index = 0 var entry = false var code = "" func _ready(): #Auto do debug when playtesting if not OS.is_debug_build(): debug = false else: debug = true func _physics_process(delta): #DEBUG if debug == true && !entry && !entry_index > 0: #Move player to mouse if Input.is_action_pressed("debug_move_player"): var nodes = get_tree().get_nodes_in_group("player") if not nodes.empty(): var player = nodes[0] var mouse_position = SceneManager.viewport.get_mouse_position() / SceneManager.viewport_container.rect_scale mouse_position.x = clamp(mouse_position.x, 8.0, Game.resolution.x - 8.0) mouse_position.y = clamp(mouse_position.y, 8.0, Game.resolution.y - 8.0) var world_position = mouse_position + Game.current_sector * Game.resolution player.position = world_position # Game.get_map().get_node("Player").position = get_viewport().get_mouse_position() # Console.print(get_viewport().get_mouse_position()) #Test room if Input.is_action_just_pressed("debug_testroom"): Game.change_map(load("res://maps/test_room.tscn")) #Debug 1 if Input.is_action_just_pressed("debug_1"): Game.change_map(load("res://maps/level_select.tscn")) #Debug 2 if Input.is_action_just_pressed("debug_2"): Game.freeze_frame(1.0) #Infinite arrows if infinite_arrows: Game.arrows = 99 func _input(event): if event is InputEventKey && event.is_pressed(): var character = OS.get_scancode_string(event.scancode) if character.length() > 1: character = "" if entry: if event.scancode == KEY_ENTER: _enter_code() Game.set_deferred("can_pause",true) entry = false code = "" elif event.scancode == KEY_BACKSPACE: code.erase(code.length() - 1, 1) else: code += character code_label.text = code else: if character == ENTRY_SEQUENCE[entry_index]: entry_index += 1 if entry_index >= ENTRY_SEQUENCE.size(): entry = true entry_index = 0 _on_entry() func _on_entry(): Audio.play_sound(Audio.a_star, Audio.ac_cheat) Game.can_pause = false func _enter_code(): match code: "30385": for gold in get_tree().get_nodes_in_group("gold"): var goldsprite = gold.get_node("AnimatedSprite") goldsprite.play("30385") goldsprite.position.y -= 1 #goldsprite.material.set_shader_param("palette",load("res://graphics/collectibles/pal_star_green.png")) "1989": for enemy in get_tree().get_nodes_in_group("enemy"): enemy.die() "DGSTEEZY": debug = true "6DOUBLOONS": Console.print(get_tree().get_nodes_in_group("gold").size()) "EVILSBANE": allow_sword = true Input.action_press("sword") "REDFEATHER": moon_jump = true "NIGHTCORE": Engine.time_scale = 10 "UPUPANDAWAY": get_tree().call_group("mountain_easter_egg","play","liftoff") "MACOSX": var player = get_tree().get_nodes_in_group("player")[0] Game.instance_node(load("res://objects/environment/beach_ball/beach_ball.tscn"),player.global_position.x,player.global_position.y - 8,Game.get_map()) "JUSTE": Game.get_map().get_node("Player").sprite.material.set_shader_param("border_color",Color.blue) "BEESKNEES": Game.get_map().rotation_degrees = -2 "CFOX": cfox_mode = true "BANDANA": infinite_arrows = true