forked from team-sg/hero-mark-2
75 lines
1.8 KiB
GDScript
75 lines
1.8 KiB
GDScript
extends CanvasLayer
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#Console by hazel
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#Export
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export var max_lines: int = 10
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export var opacity: float = 0.5
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#Onready
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onready var console: Label = $Console
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##Runtime
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var lines: int = 0
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var time: float = 0.0
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var n: int = 0
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var debug = false
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func _ready():
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#Auto do debug when playtesting
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if not OS.is_debug_build():
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console.visible = false
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debug = false
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else:
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console.visible = false
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debug = true
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$Console/Panel.modulate.a = opacity
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console.modulate.a = opacity
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func _physics_process(delta):
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#DEBUG
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if debug == true:
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#Show console
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if Input.is_action_just_pressed("debug_show"):
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console.visible = !console.visible
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#Restart scene
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if Input.is_action_just_pressed("debug_restart"):
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if Game.score > Game.high_score: Game.high_score = Game.score
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Game.score = 0
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Game.golds = 0
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Game.stars = [false,false,false,false,false]
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Game.shards = 0
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Game.arrows = 0
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Game.lives = 2
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Game.ac_climb.stop()
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get_tree().reload_current_scene()
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#Move player to mouse
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if Input.is_action_pressed("debug_move_player"):
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Game.get_map().get_node("Player").position = get_viewport().get_mouse_position()
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Debug.print(get_viewport().get_mouse_position())
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#Debug 1
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if Input.is_action_just_pressed("debug_1"):
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Game.change_map(load("res://maps/level_select.tscn"))
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#Debug 2
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if Input.is_action_just_pressed("debug_2"):
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var save = ConfigFile.new()
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save.load(str("user://file") + str(1) + str(".pr"))
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Game.score = save.get_value(str(Game.current_level),"Score",0)
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func print(text):
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lines += 1
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if lines > 1:
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console.text += "\n"
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if lines > 10:
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var n = console.text.find("\n")
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var t = console.text
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t.erase(0, n+1)
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lines -= 1
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console.text = t + str(text)
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else:
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console.text += str(text)
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func _on_visible_toggled(button_pressed):
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if button_pressed:
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console.visible = true
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else:
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console.visible = false
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