Fixup some developer console commands
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fade085695
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8eb3ab51d3
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@ -59,6 +59,7 @@ func (c Command) Run(d *Doodle) error {
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d.Goto(&GUITestScene{})
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return nil
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case "eval":
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fallthrough
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case "$":
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out, err := c.RunScript(d, c.ArgsLiteral)
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d.Flash("%+v", out)
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@ -90,12 +91,19 @@ func (c Command) Close(d *Doodle) error {
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// Help prints the help info.
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func (c Command) Help(d *Doodle) error {
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if len(c.Args) == 0 {
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d.Flash("Available commands: new save edit play quit echo clear help")
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d.Flash("Available commands: new save edit play quit echo")
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d.Flash(" alert clear help boolProp eval repl")
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d.Flash("Type `help` and then the command, like: `help edit`")
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return nil
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}
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switch c.Args[0] {
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case "echo":
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d.Flash("Usage: echo <message>")
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d.Flash("Flash a message back to the console")
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case "alert":
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d.Flash("Usage: alert <message>")
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d.Flash("Pop up an Alert box with a custom message")
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case "new":
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d.Flash("Usage: new")
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d.Flash("Create a new drawing in Edit Mode")
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@ -108,18 +116,25 @@ func (c Command) Help(d *Doodle) error {
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case "play":
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d.Flash("Usage: play <filename.json>")
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d.Flash("Open a map from disk in Play Mode")
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case "echo":
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d.Flash("Usage: echo <message>")
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d.Flash("Flash a message back to the console")
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case "quit":
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fallthrough
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case "exit":
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d.Flash("Usage: quit")
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d.Flash("Closes the dev console")
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d.Flash("Closes the dev console (alias: exit)")
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case "clear":
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d.Flash("Usage: clear")
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d.Flash("Clears the terminal output history")
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d.Flash("Clears the console output history")
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case "eval":
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fallthrough
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case "$":
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d.Flash("Evaluate a line of JavaScript on the in-game interpreter")
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case "repl":
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d.Flash("Enter a JavaScript shell on the in-game interpreter")
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case "boolProp":
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d.Flash("Toggle boolean values. `boolProp list` lists available")
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case "help":
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d.Flash("Usage: help <command>")
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d.Flash("Gets further help on a command")
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default:
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d.Flash("Unknown help topic.")
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}
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@ -213,12 +213,15 @@ func (s *EditorScene) Loop(d *Doodle, ev *event.State) error {
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} else if keybind.ZoomReset(ev) {
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d.Flash("Reset zoom")
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s.UI.Canvas.Zoom = 0
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} else if keybind.Origin(ev) {
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d.Flash("Scrolled back to level origin (0,0)")
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s.UI.Canvas.ScrollTo(render.Origin)
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}
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}
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// More keybinds
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if keybind.Origin(ev) {
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d.Flash("Scrolled back to level origin (0,0)")
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s.UI.Canvas.ScrollTo(render.Origin)
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}
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s.UI.Loop(ev)
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// Switching to Play Mode?
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