Cheats Menu UI
* Added a Cheats Menu UI accessible from the Settings window's "Experimental" tab and from there you can enable the Cheats Menu from the "Help" screen of the gameplay mode. * Commonly used cheats all have corresponding buttons to click on, especially helpful for touchscreen devices like the Pinephone where keyboard input doesn't always work reliably. * The buttons in the Cheats Menu just automate entry of the cheat commands. * `boolProp` command has a new `flip` option to toggle their value (e.g. `boolProp show-hidden-doodads flip`)
This commit is contained in:
parent
06dd30893c
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12
Changes.md
12
Changes.md
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@ -1,5 +1,17 @@
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# Changes
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## v0.13.2 (TBD)
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* In the level editor, you can now use the Pan Tool to access the actor
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properties of doodads you've dropped into your level. Similar to the
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Actor Tool, when you mouse-over an actor on your level it will highlight
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in a grey box and a gear icon in the corner can be clicked to access
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its properties. Making the properties available for the Pan Tool can
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help with touchscreen devices, where it is difficult to touch the
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properties button without accidentally dragging the actor elsewhere
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on your level as might happen with the Actor Tool!
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* Start distributing AppImage releases for GNU/Linux (64-bit and 32-bit)
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## v0.13.1 (Oct 10 2022)
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This release brings a handful of minor new features to the game.
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@ -1,5 +1,7 @@
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package balance
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import magicform "git.kirsle.net/SketchyMaze/doodle/pkg/uix/magic-form"
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// Store a copy of the PlayerCharacterDoodad original value.
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var playerCharacterDefault string
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@ -50,3 +52,39 @@ var CheatActors = map[string]string{
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"megaton weight": "anvil",
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"play as thief": "thief",
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}
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// Options for the "Play as:" drop-down in the Cheat Menu window.
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var CheatMenuActors = []magicform.Option{
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{
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Value: "",
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Label: "Play as . . .",
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},
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{
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Value: "boy.doodad",
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Label: "Boy",
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},
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{
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Value: "thief.doodad",
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Label: "Thief",
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},
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{
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Value: "azu-blu.doodad",
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Label: "Azulian",
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},
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{
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Value: "bird-red.doodad",
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Label: "Bird",
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},
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{
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Value: "crusher.doodad",
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Label: "Crusher",
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},
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{
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Value: "snake.doodad",
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Label: "Snake",
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},
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{
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Value: "anvil.doodad",
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Label: "Anvil",
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},
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}
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@ -227,6 +227,9 @@ var (
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DoodadDropperCols = 6 // rows/columns of buttons
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DoodadDropperRows = 3
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// CheatsMenu window settings.
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CheatsMenuBackground = render.RGBA(0, 153, 153, 255)
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// Button styles, customized in init().
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ButtonPrimary = style.DefaultButton
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ButtonDanger = style.DefaultButton
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@ -9,7 +9,7 @@ import (
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const (
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AppName = "Sketchy Maze"
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Summary = "A drawing-based maze game"
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Version = "0.13.1"
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Version = "0.13.2"
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Website = "https://www.sketchymaze.com"
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Copyright = "2022 Noah Petherbridge"
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Byline = "a game by Noah Petherbridge."
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@ -7,11 +7,48 @@ import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
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"git.kirsle.net/go/ui"
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)
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// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
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// been modified
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// MakeCheatsWindow initializes the windows/cheats_menu.go window from anywhere you need it,
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// binding all the variables in. If you pass a nil Supervisor, this function will attempt to
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// find one based on your Scene and
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func (d *Doodle) MakeCheatsWindow(supervisor *ui.Supervisor) *ui.Window {
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// If not given a supervisor, try and find one.
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if supervisor == nil {
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if v, err := d.FindLikelySupervisor(); err != nil {
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d.FlashError("Couldn't make cheats window: %s", err)
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return nil
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} else {
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supervisor = v
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}
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}
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cfg := windows.CheatsMenu{
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Supervisor: supervisor,
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Engine: d.Engine,
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SceneName: func() string {
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return d.Scene.Name()
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},
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RunCommand: func(command string) {
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d.shell.Execute(command)
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},
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OnSetPlayerCharacter: func(doodad string) {
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if scene, ok := d.Scene.(*PlayScene); ok {
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scene.SetPlayerCharacter(doodad)
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} else {
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shmem.FlashError("This only works during Play Mode.")
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}
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},
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}
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return windows.MakeCheatsMenu(cfg)
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}
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// SetPlayerCharacter -- this is designed to be called in-game with the developer
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// console. Sets your player character to whatever doodad you want, not just the
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// few that have cheat codes. If you set an invalid filename, you become the
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@ -315,13 +315,14 @@ func (c Command) BoolProp(d *Doodle) error {
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}
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if len(c.Args) != 2 {
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return errors.New("Usage: boolProp <name> [true or false]")
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return errors.New("Usage: boolProp <name> [true, false, flip]")
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}
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var (
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name = c.Args[0]
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value = c.Args[1]
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truthy = value[0] == 't' || value[0] == 'T' || value[0] == '1'
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flip = value == "flip"
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ok = true
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)
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@ -331,16 +332,28 @@ func (c Command) BoolProp(d *Doodle) error {
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d.Debug = truthy
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case "DebugOverlay":
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case "DO":
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if flip {
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DebugOverlay = !DebugOverlay
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} else {
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DebugOverlay = truthy
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}
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case "DebugCollision":
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case "DC":
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if flip {
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DebugCollision = !DebugCollision
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} else {
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DebugCollision = truthy
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}
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default:
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ok = false
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}
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if ok {
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if flip {
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d.Flash("Toggled boolProp %s", name)
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} else {
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d.Flash("Set boolProp %s=%s", name, strconv.FormatBool(truthy))
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}
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} else {
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// Try the global boolProps in balance package.
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if err := balance.BoolProp(name, truthy); err != nil {
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@ -255,6 +255,9 @@ func (d *Doodle) MakeSettingsWindow(supervisor *ui.Supervisor) *ui.Window {
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OnApply: func() {
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},
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OnOpenCheatsWindow: func() *ui.Window {
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return d.MakeCheatsWindow(supervisor)
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},
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// Boolean checkbox bindings
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DebugOverlay: &DebugOverlay,
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@ -54,7 +54,7 @@ type PlayScene struct {
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cheated bool // user has entered a cheat code while playing
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// UI widgets.
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supervisor *ui.Supervisor
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Supervisor *ui.Supervisor
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screen *ui.Frame // A window sized invisible frame to position UI elements.
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menubar *ui.MenuBar
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editButton *ui.Button
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@ -87,6 +87,9 @@ type PlayScene struct {
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invenItems []string // item list
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invenDoodads map[string]*uix.Canvas
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// Cheats window
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cheatsWindow *ui.Window
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// Elapsed Time frame.
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timerFrame *ui.Frame
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timerPerfectImage *ui.Image
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@ -109,7 +112,7 @@ func (s *PlayScene) Name() string {
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func (s *PlayScene) Setup(d *Doodle) error {
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s.d = d
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s.scripting = scripting.NewSupervisor()
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s.supervisor = ui.NewSupervisor()
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s.Supervisor = ui.NewSupervisor()
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// Show the loading screen.
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loadscreen.ShowWithProgress()
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@ -167,7 +170,7 @@ func (s *PlayScene) setupAsync(d *Doodle) error {
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s.EditLevel()
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return nil
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})
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s.supervisor.Add(s.editButton)
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s.Supervisor.Add(s.editButton)
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// Set up the inventory HUD.
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s.setupInventoryHud()
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@ -751,7 +754,7 @@ func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
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// Update the timer.
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s.timerLabel.Text = savegame.FormatDuration(time.Since(s.startTime))
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s.supervisor.Loop(ev)
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s.Supervisor.Loop(ev)
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// Has the window been resized?
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if ev.WindowResized || s.drawing.Point().IsZero() {
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@ -845,7 +848,7 @@ func (s *PlayScene) Draw(d *Doodle) error {
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s.DrawTouchable()
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// Let Supervisor draw menus
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s.supervisor.Present(d.Engine)
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s.Supervisor.Present(d.Engine)
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return nil
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}
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@ -20,7 +20,7 @@ func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar {
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// TODO: de-duplicate code from MainScene
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if u.winLevelPacks == nil {
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u.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{
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Supervisor: u.supervisor,
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnPlayLevel: func(lp levelpack.LevelPack, which levelpack.Level) {
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levelMenu.AddSeparator()
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levelMenu.AddItemAccel("New viewport", "v", func() {
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pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{
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Supervisor: u.supervisor,
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Supervisor: u.Supervisor,
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Engine: u.d.Engine,
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Level: u.Level,
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Event: u.d.event,
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@ -76,9 +76,22 @@ func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar {
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})
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}
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d.MakeHelpMenu(menu, u.supervisor)
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helpMenu := d.MakeHelpMenu(menu, u.Supervisor)
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if usercfg.Current.EnableCheatsMenu {
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helpMenu.AddSeparator()
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helpMenu.AddItem("Cheats Menu", func() {
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if u.cheatsWindow != nil {
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u.cheatsWindow.Hide()
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u.cheatsWindow.Destroy()
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u.cheatsWindow = nil
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}
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menu.Supervise(u.supervisor)
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u.cheatsWindow = u.d.MakeCheatsWindow(u.Supervisor)
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u.cheatsWindow.Show()
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})
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}
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menu.Supervise(u.Supervisor)
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menu.Compute(d.Engine)
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return menu
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// Don't do any of this if the mouse is over the menu bar, so
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// clicking on the menus doesn't make the character move or jump.
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if cursor.Inside(s.menubar.Rect()) || s.supervisor.GetModal() != nil ||
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s.supervisor.IsPointInWindow(cursor) {
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if cursor.Inside(s.menubar.Rect()) || s.Supervisor.GetModal() != nil ||
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s.Supervisor.IsPointInWindow(cursor) {
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return
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}
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15
pkg/shell.go
15
pkg/shell.go
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@ -2,6 +2,7 @@ package doodle
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import (
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"bytes"
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"errors"
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"fmt"
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"strings"
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@ -44,6 +45,20 @@ func (d *Doodle) PromptPre(question string, prefilled string, callback func(stri
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d.shell.Open = true
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}
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// FindLikelySupervisor will locate a most likely ui.Supervisor depending on the current Scene,
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// if it understands the Scene and knows where it keeps its Supervisor.
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func (d *Doodle) FindLikelySupervisor() (*ui.Supervisor, error) {
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switch scene := d.Scene.(type) {
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case *EditorScene:
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return scene.UI.Supervisor, nil
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case *PlayScene:
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return scene.Supervisor, nil
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case *MainScene:
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return scene.Supervisor, nil
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}
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return nil, errors.New("couldn't find a Supervisor")
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}
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// Shell implements the developer console in-game.
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type Shell struct {
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parent *Doodle
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@ -152,9 +152,15 @@ func (form Form) Create(into *ui.Frame, fields []Field) {
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btn.Compute(form.Engine)
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form.Supervisor.Add(btn)
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// Tooltip? TODO - make nicer.
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if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
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tt := ui.NewTooltip(btn, row.Tooltip)
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tt.Supervise(form.Supervisor)
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}
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frame.Pack(btn, ui.Pack{
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Side: ui.W,
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PadX: 4,
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PadX: 2,
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PadY: 2,
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})
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}
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@ -45,6 +45,7 @@ type Settings struct {
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ShowHiddenDoodads bool `json:",omitempty"`
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WriteLockOverride bool `json:",omitempty"`
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JSONIndent bool `json:",omitempty"`
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EnableCheatsMenu bool `json:",omitempty"`
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// Bookkeeping.
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UpdatedAt time.Time
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|
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372
pkg/windows/cheats_menu.go
Normal file
372
pkg/windows/cheats_menu.go
Normal file
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@ -0,0 +1,372 @@
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package windows
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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magicform "git.kirsle.net/SketchyMaze/doodle/pkg/uix/magic-form"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// CheatsMenu window.
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type CheatsMenu struct {
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// Settings passed in by doodle
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Supervisor *ui.Supervisor
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Engine render.Engine
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// SceneName: the caller will provide a fresh SceneName since
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// the cheats window could span multiple scenes.
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SceneName func() string
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// Window wants to run a developer shell command (e.g. cheat codes).
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RunCommand func(string)
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OnSetPlayerCharacter func(string)
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}
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// MakeCheatsMenu initializes a settings window for any scene.
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// The window width/height are the actual SDL2 window dimensions.
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func MakeCheatsMenu(cfg CheatsMenu) *ui.Window {
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var (
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// Application window width/height to center our window
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// _, h = shmem.CurrentRenderEngine.WindowSize()
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)
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win := NewCheatsWindow(cfg)
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win.Compute(cfg.Engine)
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win.Supervise(cfg.Supervisor)
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// Center the window.
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// size := win.Size()
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win.MoveTo(render.Point{
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X: 20,
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Y: 40,
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})
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return win
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}
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// NewCheatsWindow initializes the window.
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func NewCheatsWindow(cfg CheatsMenu) *ui.Window {
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var (
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Width = 200
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Height = 300
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)
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window := ui.NewWindow("Cheats Menu")
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window.SetButtons(ui.CloseButton)
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window.Configure(ui.Config{
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Width: Width,
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Height: Height,
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Background: balance.CheatsMenuBackground,
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})
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///////////
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// Tab Bar
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tabFrame := ui.NewTabFrame("Tab Frame")
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tabFrame.SetBackground(balance.CheatsMenuBackground)
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window.Pack(tabFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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// Make the tabs
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cfg.makePlayModeTab(tabFrame, Width, Height)
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cfg.makeMiscTab(tabFrame, Width, Height)
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tabFrame.Supervise(cfg.Supervisor)
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return window
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}
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// Cheats Menu "Play Mode" Tab
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func (c CheatsMenu) makePlayModeTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
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tab := tabFrame.AddTab("Gameplay", ui.NewLabel(ui.Label{
|
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Text: "Gameplay",
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Font: balance.TabFont,
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}))
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tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
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// Run a command on the developer shell.
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run := func(command string) {
|
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if c.RunCommand != nil {
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c.RunCommand(command)
|
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} else {
|
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shmem.FlashError("CheatsMenu: RunCommand() handler not available")
|
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}
|
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}
|
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|
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// Dummy variable for the "play as" dropdown.
|
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var playAs string
|
||||
|
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form := magicform.Form{
|
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Supervisor: c.Supervisor,
|
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Engine: c.Engine,
|
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Vertical: true,
|
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LabelWidth: 90,
|
||||
PadY: 0,
|
||||
PadX: 0,
|
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}
|
||||
form.Create(tab, []magicform.Field{
|
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{
|
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Label: "These cheats are available\n" +
|
||||
"only during level gameplay.",
|
||||
Font: balance.UIFont,
|
||||
},
|
||||
{
|
||||
Label: "Play as:",
|
||||
TextVariable: &playAs,
|
||||
Options: balance.CheatMenuActors,
|
||||
Font: balance.UIFont,
|
||||
OnSelect: func(v interface{}) {
|
||||
doodad := v.(string)
|
||||
if c.OnSetPlayerCharacter != nil {
|
||||
c.OnSetPlayerCharacter(doodad)
|
||||
} else {
|
||||
shmem.FlashError("OnSetPlayerCharacter(%s): handler not ready", doodad)
|
||||
}
|
||||
},
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "God Mode",
|
||||
Font: balance.SmallFont,
|
||||
ButtonStyle: &balance.ButtonDanger,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Makes you invulnerable to damage and fire.",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatGodMode)
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Show hidden actors",
|
||||
Font: balance.SmallFont,
|
||||
OnClick: func() {
|
||||
run(balance.CheatShowAllActors)
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Inventory",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Give Keys",
|
||||
Font: balance.SmallFont,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Get all four colored keys and\n99x small keys",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatGiveKeys)
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Give Gems",
|
||||
Font: balance.SmallFont,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Get 1x of each of the four Gemstones.",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatGiveGems)
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Drop All",
|
||||
Font: balance.SmallFont,
|
||||
ButtonStyle: &balance.ButtonDanger,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Remove ALL items from your inventory.",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatDropItems)
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Physics",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Antigravity",
|
||||
Font: balance.SmallFont,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Allows free movement in four directions",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatAntigravity)
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "NoClip",
|
||||
Font: balance.SmallFont,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Toggle physical collision\n" +
|
||||
"checks with level and actors.",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatNoclip)
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Skip this level",
|
||||
Font: balance.SmallFont,
|
||||
ButtonStyle: &balance.ButtonDanger,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Consider the current level a win.",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatSkipLevel)
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
return tab
|
||||
}
|
||||
|
||||
// Cheats Menu "Misc" Tab
|
||||
func (c CheatsMenu) makeMiscTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
|
||||
tab := tabFrame.AddTab("Misc", ui.NewLabel(ui.Label{
|
||||
Text: "Misc",
|
||||
Font: balance.TabFont,
|
||||
}))
|
||||
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
|
||||
|
||||
// Run a command on the developer shell.
|
||||
run := func(command string) {
|
||||
if c.RunCommand != nil {
|
||||
c.RunCommand(command)
|
||||
} else {
|
||||
shmem.FlashError("CheatsMenu: RunCommand() handler not available")
|
||||
}
|
||||
}
|
||||
|
||||
form := magicform.Form{
|
||||
Supervisor: c.Supervisor,
|
||||
Engine: c.Engine,
|
||||
Vertical: true,
|
||||
LabelWidth: 90,
|
||||
PadY: 0,
|
||||
PadX: 0,
|
||||
}
|
||||
form.Create(tab, []magicform.Field{
|
||||
{
|
||||
Label: "Enable cheats menu",
|
||||
BoolVariable: &usercfg.Current.EnableCheatsMenu,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Enables a Help->Cheats Menu during gameplay.",
|
||||
},
|
||||
OnClick: func() {
|
||||
saveGameSettings()
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Level Editor",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Show hidden doodads",
|
||||
Font: balance.SmallFont,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Enable hidden built-in doodads (such as Boy)\n" +
|
||||
"to be used in the Level Editor.",
|
||||
Edge: ui.Bottom,
|
||||
},
|
||||
OnClick: func() {
|
||||
// Like `boolProp show-hidden-doodads true`
|
||||
var bp = "show-hidden-doodads"
|
||||
if v, err := balance.GetBoolProp(bp); err == nil {
|
||||
v = !v
|
||||
balance.BoolProp(bp, v)
|
||||
if v {
|
||||
shmem.Flash("Hidden doodads will appear when you next reload the level editor.")
|
||||
} else {
|
||||
shmem.Flash("Hidden doodads are again hidden from the level editor.")
|
||||
}
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Testing",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Load Screen",
|
||||
Font: balance.SmallFont,
|
||||
OnClick: func() {
|
||||
run(balance.CheatDebugLoadScreen)
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Wait Screen",
|
||||
Font: balance.SmallFont,
|
||||
OnClick: func() {
|
||||
run(balance.CheatDebugWaitScreen)
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Level Progression",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Unlock all levels",
|
||||
Font: balance.SmallFont,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "For this play session, any level may be opened\n" +
|
||||
"from Story Mode regardless of the padlock icon.",
|
||||
},
|
||||
OnClick: func() {
|
||||
run(balance.CheatUnlockLevels)
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Debugging",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Debug overlay",
|
||||
Font: balance.SmallFont,
|
||||
OnClick: func() {
|
||||
run("boolprop DO flip")
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "Show hitboxes",
|
||||
Font: balance.SmallFont,
|
||||
OnClick: func() {
|
||||
run("boolprop DC flip")
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
return tab
|
||||
}
|
|
@ -7,6 +7,7 @@ import (
|
|||
"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
|
||||
magicform "git.kirsle.net/SketchyMaze/doodle/pkg/uix/magic-form"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/userdir"
|
||||
|
@ -35,6 +36,10 @@ type Settings struct {
|
|||
SceneName string // name of scene which called this window
|
||||
ActiveTab string // specify the tab to open
|
||||
OnApply func()
|
||||
OnOpenCheatsWindow func() *ui.Window // user opens the Cheats Menu
|
||||
|
||||
// The Settings window owns the Cheats window to ensure only one opens at a time.
|
||||
cheatsWindow *ui.Window
|
||||
}
|
||||
|
||||
// MakeSettingsWindow initializes a settings window for any scene.
|
||||
|
@ -452,6 +457,42 @@ func (c Settings) makeExperimentalTab(tabFrame *ui.TabFrame, Width, Height int)
|
|||
Label: "Restart the game for changes to take effect.",
|
||||
Font: balance.UIFont,
|
||||
},
|
||||
{
|
||||
Label: "Cheat Codes",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Label: "The ` (or ~) key will open a developer console into which you\n" +
|
||||
"can enter cheat codes (see your guidebook). For touch-only\n" +
|
||||
"devices, most of the useful cheats may be toggled via the\n" +
|
||||
"Cheats Menu which you can launch by clicking below:",
|
||||
Font: balance.UIFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
ButtonStyle: &balance.ButtonPrimary,
|
||||
Label: "Open Cheats Window",
|
||||
Font: balance.UIFont.Update(render.Text{
|
||||
PadY: 0,
|
||||
}),
|
||||
OnClick: func() {
|
||||
if c.OnOpenCheatsWindow != nil {
|
||||
if c.cheatsWindow != nil {
|
||||
c.cheatsWindow.Hide()
|
||||
c.cheatsWindow.Destroy()
|
||||
c.cheatsWindow = nil
|
||||
}
|
||||
|
||||
c.cheatsWindow = c.OnOpenCheatsWindow()
|
||||
c.cheatsWindow.Show()
|
||||
} else {
|
||||
shmem.FlashError("OnOpenCheatsWindow not handled")
|
||||
}
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
return tab
|
||||
|
|
Loading…
Reference in New Issue
Block a user