package doodle import ( "strings" "time" "git.kirsle.net/SketchyMaze/doodle/pkg/balance" "git.kirsle.net/SketchyMaze/doodle/pkg/modal" "git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen" "git.kirsle.net/SketchyMaze/doodle/pkg/shmem" "git.kirsle.net/SketchyMaze/doodle/pkg/windows" "git.kirsle.net/go/ui" ) // IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has // been modified // MakeCheatsWindow initializes the windows/cheats_menu.go window from anywhere you need it, // binding all the variables in. If you pass a nil Supervisor, this function will attempt to // find one based on your Scene and func (d *Doodle) MakeCheatsWindow(supervisor *ui.Supervisor) *ui.Window { // If not given a supervisor, try and find one. if supervisor == nil { if v, err := d.FindLikelySupervisor(); err != nil { d.FlashError("Couldn't make cheats window: %s", err) return nil } else { supervisor = v } } cfg := windows.CheatsMenu{ Supervisor: supervisor, Engine: d.Engine, SceneName: func() string { return d.Scene.Name() }, RunCommand: func(command string) { // If we are in Play Mode, every command out of here is cheating. if playScene, ok := d.Scene.(*PlayScene); ok { playScene.SetCheated() } d.shell.Execute(command) }, OnSetPlayerCharacter: func(doodad string) { if scene, ok := d.Scene.(*PlayScene); ok { scene.SetCheated() scene.SetPlayerCharacter(doodad) } else { shmem.FlashError("This only works during Play Mode.") } }, } return windows.MakeCheatsMenu(cfg) } // SetPlayerCharacter -- this is designed to be called in-game with the developer // console. Sets your player character to whatever doodad you want, not just the // few that have cheat codes. If you set an invalid filename, you become the // dummy default doodad sprite (a red "X"). func (d *Doodle) SetPlayerCharacter(filename string) { balance.PlayerCharacterDoodad = filename if playScene, isPlay := d.Scene.(*PlayScene); isPlay { playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad) } } // cheatCommand is a subroutine of the Command.Run() method of the Doodle // developer shell (commands.go). It looks for special cheat codes entered // into the command shell and executes them. // // Returns true if a cheat was intercepted, false if the command is not a cheat. func (c Command) cheatCommand(d *Doodle) bool { // Some cheats only work in Play Mode. playScene, isPlay := d.Scene.(*PlayScene) // If a character cheat is used during Play Mode, replace the player NOW. var setPlayerCharacter bool // Cheat codes switch c.Raw { case balance.CheatUncapFPS: if fpsDoNotCap { d.Flash("Reset frame rate throttle to factory default FPS") } else { d.Flash("Unleashing as many frames as we can render!") } fpsDoNotCap = !fpsDoNotCap case balance.CheatEditDuringPlay: if isPlay { playScene.drawing.Editable = true playScene.SetCheated() d.Flash("Level canvas is now editable. Don't edit and drive!") } else { d.FlashError("Use this cheat in Play Mode to make the level canvas editable.") } case balance.CheatScrollDuringPlay: if isPlay { playScene.drawing.Scrollable = true playScene.SetCheated() d.Flash("Level canvas is now scrollable with the arrow keys.") } else { d.FlashError("Use this cheat in Play Mode to make the level scrollable.") } case balance.CheatAntigravity: if isPlay { playScene.SetCheated() playScene.antigravity = !playScene.antigravity playScene.Player.SetGravity(!playScene.antigravity) if playScene.antigravity { d.Flash("Gravity disabled for player character.") } else { d.Flash("Gravity restored for player character.") } } else { d.FlashError("Use this cheat in Play Mode to disable gravity for the player character.") } case balance.CheatNoclip: if isPlay { playScene.SetCheated() playScene.noclip = !playScene.noclip playScene.Player.SetNoclip(playScene.noclip) playScene.antigravity = playScene.noclip playScene.Player.SetGravity(!playScene.antigravity) if playScene.noclip { d.Flash("Clipping disabled for player character.") } else { d.Flash("Clipping and gravity restored for player character.") } } else { d.FlashError("Use this cheat in Play Mode to disable clipping for the player character.") } case balance.CheatShowAllActors: if isPlay { playScene.SetCheated() for _, actor := range playScene.drawing.Actors() { actor.Show() } d.Flash("All invisible actors made visible.") } else { d.FlashError("Use this cheat in Play Mode to show hidden actors, such as technical doodads.") } case balance.CheatGiveKeys: if isPlay { playScene.SetCheated() playScene.Player.AddItem("key-red.doodad", 0) playScene.Player.AddItem("key-blue.doodad", 0) playScene.Player.AddItem("key-green.doodad", 0) playScene.Player.AddItem("key-yellow.doodad", 0) playScene.Player.AddItem("small-key.doodad", 99) d.Flash("Given all keys to the player character.") } else { d.FlashError("Use this cheat in Play Mode to get all colored keys.") } case balance.CheatGiveGems: if isPlay { playScene.SetCheated() playScene.Player.AddItem("gem-red.doodad", 1) playScene.Player.AddItem("gem-green.doodad", 1) playScene.Player.AddItem("gem-blue.doodad", 1) playScene.Player.AddItem("gem-yellow.doodad", 1) d.Flash("Given all gemstones to the player character.") } else { d.FlashError("Use this cheat in Play Mode to get all gemstones.") } case balance.CheatDropItems: if isPlay { playScene.SetCheated() playScene.Player.ClearInventory() d.Flash("Cleared inventory of player character.") } else { d.FlashError("Use this cheat in Play Mode to clear your inventory.") } case balance.CheatGodMode: if isPlay { d.Flash("God mode toggled") playScene.SetCheated() playScene.godMode = !playScene.godMode if playScene.godMode { d.FlashError("God mode enabled.") } else { d.Flash("God mode disabled.") } } else { d.FlashError("Use this cheat in Play Mode to toggle invincibility.") } case balance.CheatDebugLoadScreen: loadscreen.ShowWithProgress() loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.") go func() { var i float64 for i = 0; i < 100; i++ { time.Sleep(100 * time.Millisecond) loadscreen.SetProgress(i / 100) } loadscreen.Hide() }() case balance.CheatDebugWaitScreen: m := modal.Wait("Crunching some numbers...").WithTitle("Please hold").Then(func() { d.Flash("Wait modal dismissed.") }) go func() { time.Sleep(10 * time.Second) m.Dismiss(true) }() case balance.CheatUnlockLevels: balance.CheatEnabledUnlockLevels = !balance.CheatEnabledUnlockLevels if balance.CheatEnabledUnlockLevels { d.Flash("All locked Story Mode levels can now be played.") } else { d.Flash("All locked Story Mode levels are again locked.") } case balance.CheatSkipLevel: if isPlay { playScene.SetCheated() playScene.ShowEndLevelModal( true, "Level Completed", "Great job, you cheated and 'won' the level!", ) } else { d.Flash("Use this cheat in Play Mode to instantly win the level.") } default: // See if it was an endorsed actor cheat. if filename, ok := balance.CheatActors[strings.ToLower(c.Raw)]; ok { d.Flash("Set default player character to %s.", filename) balance.PlayerCharacterDoodad = filename setPlayerCharacter = true } else { // Not a cheat code. return false } } // If we're setting the player character and in Play Mode, do it. if setPlayerCharacter && isPlay { playScene.SetCheated() playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad) } return true }