Remove ScreenshotKey Event, Add F* Key Handlers
* The F3 key now toggles the Debug Overlay, which is now OFF by default. * The F4 key now toggles the Debug Collision Boxes feature.
This commit is contained in:
parent
2a162a86dd
commit
52a2545692
25
README.md
25
README.md
|
@ -40,8 +40,14 @@ Escape
|
||||||
Exit the program otherwise.
|
Exit the program otherwise.
|
||||||
|
|
||||||
Enter
|
Enter
|
||||||
Open and close the developer console, and run commands while the console
|
Open and close the developer console, and run commands while the
|
||||||
is open.
|
console is open.
|
||||||
|
|
||||||
|
F3
|
||||||
|
Toggle the Debug Overlay.
|
||||||
|
|
||||||
|
F4
|
||||||
|
Toggle debug collision hitboxes.
|
||||||
```
|
```
|
||||||
|
|
||||||
In Play Mode:
|
In Play Mode:
|
||||||
|
@ -51,13 +57,6 @@ Cursor Keys
|
||||||
Move the player around.
|
Move the player around.
|
||||||
```
|
```
|
||||||
|
|
||||||
In Edit Mode:
|
|
||||||
|
|
||||||
```
|
|
||||||
F12
|
|
||||||
Take a screenshot (generate a PNG based on level data)
|
|
||||||
```
|
|
||||||
|
|
||||||
## Developer Console
|
## Developer Console
|
||||||
|
|
||||||
Press `Enter` at any time to open the developer console.
|
Press `Enter` at any time to open the developer console.
|
||||||
|
@ -68,14 +67,14 @@ Commands supported:
|
||||||
new
|
new
|
||||||
Create a new map in Edit Mode.
|
Create a new map in Edit Mode.
|
||||||
|
|
||||||
save [filename.json]
|
save [filename]
|
||||||
Save the current map in Edit Mode. The filename is required if the map has
|
Save the current map in Edit Mode. The filename is required if the map has
|
||||||
not been saved yet.
|
not been saved yet.
|
||||||
|
|
||||||
edit [filename.json]
|
edit [filename]
|
||||||
Open a map in Edit Mode.
|
Open a map or doodad in Edit Mode.
|
||||||
|
|
||||||
play [filename.json]
|
play [filename]
|
||||||
Open a map in Play Mode.
|
Open a map in Play Mode.
|
||||||
|
|
||||||
echo <text>
|
echo <text>
|
||||||
|
|
|
@ -11,8 +11,6 @@ type State struct {
|
||||||
Button1 *BoolTick
|
Button1 *BoolTick
|
||||||
Button2 *BoolTick
|
Button2 *BoolTick
|
||||||
|
|
||||||
// Screenshot key.
|
|
||||||
ScreenshotKey *BoolTick
|
|
||||||
EscapeKey *BoolTick
|
EscapeKey *BoolTick
|
||||||
EnterKey *BoolTick
|
EnterKey *BoolTick
|
||||||
ShiftActive *BoolTick
|
ShiftActive *BoolTick
|
||||||
|
@ -35,7 +33,6 @@ func New() *State {
|
||||||
return &State{
|
return &State{
|
||||||
Button1: &BoolTick{},
|
Button1: &BoolTick{},
|
||||||
Button2: &BoolTick{},
|
Button2: &BoolTick{},
|
||||||
ScreenshotKey: &BoolTick{},
|
|
||||||
EscapeKey: &BoolTick{},
|
EscapeKey: &BoolTick{},
|
||||||
EnterKey: &BoolTick{},
|
EnterKey: &BoolTick{},
|
||||||
ShiftActive: &BoolTick{},
|
ShiftActive: &BoolTick{},
|
||||||
|
|
|
@ -19,6 +19,14 @@ var (
|
||||||
// Poll for events.
|
// Poll for events.
|
||||||
func (r *Renderer) Poll() (*events.State, error) {
|
func (r *Renderer) Poll() (*events.State, error) {
|
||||||
s := r.events
|
s := r.events
|
||||||
|
|
||||||
|
// helper function to push keyboard key names on keyDown events only.
|
||||||
|
pushKey := func(name string, state uint8) {
|
||||||
|
if state == 1 {
|
||||||
|
s.KeyName.Push(name)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
|
||||||
switch t := event.(type) {
|
switch t := event.(type) {
|
||||||
case *sdl.QuitEvent:
|
case *sdl.QuitEvent:
|
||||||
|
@ -103,8 +111,30 @@ func (r *Renderer) Poll() (*events.State, error) {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
s.EnterKey.Push(t.State == 1)
|
s.EnterKey.Push(t.State == 1)
|
||||||
|
case sdl.SCANCODE_F1:
|
||||||
|
pushKey("F1", t.State)
|
||||||
|
case sdl.SCANCODE_F2:
|
||||||
|
pushKey("F2", t.State)
|
||||||
|
case sdl.SCANCODE_F3:
|
||||||
|
pushKey("F3", t.State)
|
||||||
|
case sdl.SCANCODE_F4:
|
||||||
|
pushKey("F4", t.State)
|
||||||
|
case sdl.SCANCODE_F5:
|
||||||
|
pushKey("F5", t.State)
|
||||||
|
case sdl.SCANCODE_F6:
|
||||||
|
pushKey("F6", t.State)
|
||||||
|
case sdl.SCANCODE_F7:
|
||||||
|
pushKey("F7", t.State)
|
||||||
|
case sdl.SCANCODE_F8:
|
||||||
|
pushKey("F8", t.State)
|
||||||
|
case sdl.SCANCODE_F9:
|
||||||
|
pushKey("F9", t.State)
|
||||||
|
case sdl.SCANCODE_F10:
|
||||||
|
pushKey("F10", t.State)
|
||||||
|
case sdl.SCANCODE_F11:
|
||||||
|
pushKey("F11", t.State)
|
||||||
case sdl.SCANCODE_F12:
|
case sdl.SCANCODE_F12:
|
||||||
s.ScreenshotKey.Push(t.State == 1)
|
pushKey("F12", t.State)
|
||||||
case sdl.SCANCODE_UP:
|
case sdl.SCANCODE_UP:
|
||||||
s.Up.Push(t.State == 1)
|
s.Up.Push(t.State == 1)
|
||||||
case sdl.SCANCODE_LEFT:
|
case sdl.SCANCODE_LEFT:
|
||||||
|
|
|
@ -118,6 +118,14 @@ func (d *Doodle) Run() error {
|
||||||
break
|
break
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if ev.KeyName.Now == "F3" {
|
||||||
|
DebugOverlay = !DebugOverlay
|
||||||
|
ev.KeyName.Read()
|
||||||
|
} else if ev.KeyName.Now == "F4" {
|
||||||
|
DebugCollision = !DebugCollision
|
||||||
|
ev.KeyName.Read()
|
||||||
|
}
|
||||||
|
|
||||||
// Run the scene's logic.
|
// Run the scene's logic.
|
||||||
err = d.Scene.Loop(d, ev)
|
err = d.Scene.Loop(d, ev)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
|
|
|
@ -17,7 +17,7 @@ const maxSamples = 100
|
||||||
// Debug mode options, these can be enabled in the dev console
|
// Debug mode options, these can be enabled in the dev console
|
||||||
// like: boolProp DebugOverlay true
|
// like: boolProp DebugOverlay true
|
||||||
var (
|
var (
|
||||||
DebugOverlay = true
|
DebugOverlay = false
|
||||||
DebugCollision = false
|
DebugCollision = false
|
||||||
|
|
||||||
DebugTextPadding int32 = 8
|
DebugTextPadding int32 = 8
|
||||||
|
|
|
@ -6,7 +6,6 @@ import (
|
||||||
"math"
|
"math"
|
||||||
|
|
||||||
"git.kirsle.net/apps/doodle/lib/render"
|
"git.kirsle.net/apps/doodle/lib/render"
|
||||||
"git.kirsle.net/apps/doodle/pkg/log"
|
|
||||||
)
|
)
|
||||||
|
|
||||||
// Chunker is the data structure that manages the chunks of a level, and
|
// Chunker is the data structure that manages the chunks of a level, and
|
||||||
|
@ -30,7 +29,6 @@ func NewChunker(size int) *Chunker {
|
||||||
// on disk) to connect references to the swatches in the palette.
|
// on disk) to connect references to the swatches in the palette.
|
||||||
func (c *Chunker) Inflate(pal *Palette) error {
|
func (c *Chunker) Inflate(pal *Palette) error {
|
||||||
for coord, chunk := range c.Chunks {
|
for coord, chunk := range c.Chunks {
|
||||||
log.Debug("Chunker.Inflate: expanding chunk %s", coord)
|
|
||||||
chunk.Point = coord
|
chunk.Point = coord
|
||||||
chunk.Size = c.Size
|
chunk.Size = c.Size
|
||||||
chunk.Inflate(pal)
|
chunk.Inflate(pal)
|
||||||
|
|
|
@ -169,9 +169,7 @@ func (w *Canvas) Loop(ev *events.State) error {
|
||||||
if err := w.loopFollowActor(ev); err != nil {
|
if err := w.loopFollowActor(ev); err != nil {
|
||||||
log.Error("Follow actor: %s", err) // not fatal but nice to know
|
log.Error("Follow actor: %s", err) // not fatal but nice to know
|
||||||
}
|
}
|
||||||
if err := w.loopConstrainScroll(); err != nil {
|
_ = w.loopConstrainScroll()
|
||||||
log.Debug("loopConstrainScroll: %s", err)
|
|
||||||
}
|
|
||||||
|
|
||||||
// Remove any actors that were destroyed the previous tick.
|
// Remove any actors that were destroyed the previous tick.
|
||||||
var newActors []*Actor
|
var newActors []*Actor
|
||||||
|
|
Loading…
Reference in New Issue
Block a user