2019-04-10 01:28:08 +00:00
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# Developer Console
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## Cheats
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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* `unleash the beast` - disable frame rate throttling.
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* `don't edit and drive` - enable editing while playing a level.
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* `scroll scroll scroll your boat` - enable scrolling the level with arrow keys
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while playing a level.
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2019-12-31 02:13:28 +00:00
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* `import antigravity` - during Play Mode, disables gravity for the player
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character and allows free movement in all directions with the arrow keys.
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Enter the cheat again to restore gravity to normal.
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Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
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## Bool Props
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Some boolean switches can be toggled in the command shell.
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Usage: `boolProp <name> <value>`
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The value is truthy if its first character is the letter T or the number 1.
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All other values are false. Examples: True, true, T, t, 1.
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* `Debug` or `D`: toggle debug mode within the app.
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* `DebugOverlay` or `DO`: toggle the debug text overlay.
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* `DebugCollision` or `DC`: toggle collision hitbox lines.
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## Interesting Tricks
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### Editable Map While Playing
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In Play Mode run the command:
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| Command | Effect |
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|--------------------------------------------|----------------------------------------------------------------|
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| `$ d.Scene.Drawing().Editable = true` | Can click and drag new pixels onto the level while playing it. |
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| `$ d.Scene.Drawing().Scrollable = true` | Arrow keys scroll the map, like in editor mode. |
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| `$ d.Scene.Drawing().NoLimitScroll = true` | Allow map to scroll beyond bounded limits. |
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The equivalent Canvas in the Edit Mode is at `d.Scene.UI.Canvas`
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### Edit Out-of-Bounds in Editor Mode
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In Edit Mode run the command:
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`$ d.Scene.UI.Canvas.NoLimitScroll = true`
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and you can scroll the map freely outside of the normal scroll boundaries. For
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example, to see/edit pixels outside the top-left edges of bounded levels.
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