hero-mark-2/autoloads/debug.gd
2023-06-25 16:13:46 -04:00

138 lines
4.2 KiB
GDScript

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()
"PEN":
debug = true
"6DOUBLOONS":
Console.print(get_tree().get_nodes_in_group("gold").size())
#Doesnt work
"EVILSBANE":
allow_sword = true
Input.action_press("sword")
"REDFEATHER":
var player = get_tree().get_nodes_in_group("player").pop_back()
if player != null:
player.state_chart.set_guard_property("red_feather", 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").pop_back()
if player != null: 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":
var player = get_tree().get_nodes_in_group("player").pop_back()
if player != null: player.sprite.material.set_shader_param("border_color",Color.blue)
"BEESKNEES":
Game.get_map().rotation_degrees = -2
#doesnt work
"CFOX":
cfox_mode = true
"BANDANA":
infinite_arrows = true
"ESCARGOD":
var player = get_tree().get_nodes_in_group("player").pop_back()
player.state_chart.send_event("become_invulnerable")
"GILLS":
var player = get_tree().get_nodes_in_group("player").pop_back()
player.underwater = false
"CHORUS":
var music = AudioServer.get_bus_index("music")
AudioServer.set_bus_effect_enabled(music,0,true)
Console.print(AudioServer.get_bus_effect_count(music))