doodle/pkg/cheats.go
Noah Petherbridge 1205dc2cd3 Invulnerable Anvil and other fixes
* Add methods `Invulnerable() bool` and `SetInvulnerable(bool)` to the
  Actor API accessible in JavaScript (e.g. `Self.SetInvulnerable(true)`)
* The Anvil is invulnerable - when played as, it can crush other mobs by
  jumping on them but is not defeated by those mobs at the same time.
* Anvils don't destroy invulnerable mobs, such as other Anvils.
* Bugfix: the Electric Door is considered to be opened from the first
  frame of animation when the door begins opening, and remains opened
  until the final frame of animation when it is closing.
* New cheat code: `megaton weight` to play as the Anvil by default.
2022-02-20 11:48:36 -08:00

155 lines
4.3 KiB
Go

package doodle
import (
"git.kirsle.net/apps/doodle/pkg/balance"
)
// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
// been modified
// 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)
// 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.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.CheatPlayAsBird:
balance.PlayerCharacterDoodad = "bird-red.doodad"
d.Flash("Set default player character to Bird (red)")
case balance.CheatPlayAsBoy:
balance.PlayerCharacterDoodad = "boy.doodad"
d.Flash("Set default player character to Boy")
case balance.CheatPlayAsAzuBlue:
balance.PlayerCharacterDoodad = "azu-blu.doodad"
d.Flash("Set default player character to Blue Azulian")
case balance.CheatPlayAsThief:
balance.PlayerCharacterDoodad = "thief.doodad"
d.Flash("Set default player character to Thief")
case balance.CheatPlayAsAnvil:
balance.PlayerCharacterDoodad = "anvil.doodad"
d.Flash("Set default player character to the Anvil")
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.")
}
default:
return false
}
return true
}